Blog Post 18: Library Work Sessions and Final Push
During the final project week, we worked extensively from the university library, ensuring the environment and game build were fully ready for submission. Long sessions stretched late into the evening as last-minute issues surfaced.
One persistent problem involved environment lighting. In certain sections, the Oculus Quest 2 displayed inconsistent brightness when entering smaller enclosed chambers. After multiple shader and lightmap adjustments, we determined that simplifying light source counts and focusing on ambient lighting offered the best visual balance without performance penalties.
Meanwhile, Joel faced difficulties ensuring the APK build size remained under the Oculus Quest 2 limits. We reduced some texture sizes further and compressed audio files without noticeable quality loss.
Team communication reached its peak during these days. Constant testing, quick bug-fixing, and mutual support kept morale high even under tight deadlines. Kevin once again assisted with final packaging steps, helping troubleshoot signature errors that emerged during APK export.
By the end of a long library session, after countless rebuilds and playtests, we had a clean, functional VR environment: a player surviving a dangerous alien-infested maze by exploring, solving, and escaping through ancient mysteries.












