1/20/19: Considering the Narrative VR Pipeline

Planning a narrative experience in VR requires its own pipeline and structure. Logically I already knew this, but I still went into development with the same animation mindset. I spent this week focusing on fleshing out the narrative itself, creating storyboards, and determining which technical paths are viable - a process that reworked itself along the way.

Gathering References

I began gathering some reference this week, looking for potential lighting inspiration and trying to determine how these scenes are created. Goro Fujito’s work was great inspiration, but I realized that watching his renders and videos are exactly the same as watching a traditional animation - I needed to experience the scene itself, see where the lighting takes place behind the viewer, above the viewer. How does the scene play as a whole?
Tilt Brush to the rescue. Tilt Brush provides the ability for users to select scenes uploaded by other artists and watch them being painted in VR or skip ahead to the final result. I went through many of the scenes while in the Vive, focusing on those whose lighting most closely matched my own or whose style would be useful to observe.

Keeping in mind that Quill does not seem to have the wide variety of playful brushes available here, watching how the artists structured these scenes gave me some ideas for potential visual styles and techniques. After-Hours Artist is the only one I experienced that used 3D models that were then painted on top of, something I meant to explore further in Quill. Backyard View showed a series of single paint strokes layered in front of each other, then using a “fog” brush to emit a tiny bit of light and create depth. It was incredibly effective and dramatic in this case. And in Straits of Mackinac, the artist created the illusion of water by setting the background to a dark blue and implying reflection with only a few brush strokes.

Just by being in VR I found I was able to more fully deconstruct the scenes than I would in a still render, setting the path for my way forward.

Story(board)

At the same time, I have been fleshing out what it is I want to happen in this experience. The result was the following initial concept:

As I was working through the story, I grew frustrated.

Storyboards are a standard part of the animation pipeline, and I fell into the process of making one without realizing that the end result would be nearly useless for conveying what I am trying to create for this experience. Storyboards assume that designers have control of the frame, that what is presented to the viewer is a carefully constructed composition flowing from one scene to the next. At this point in VR, the designers have next to no control over the camera. I can choose which direction the viewer may start out facing. I can provide a limited scene with nothing else to focus attention on. I can attempt to draw their attention with sound cues and peripheral movement. At the end of the day, the viewer gets to control which details they experience within this world. Creating these storyboards did help me generally work out what I would like to happen within the experience, though I do not believe they are useful in helping me convey that to others.

I’m currently taking a Narrative Performance in VR class that is discussing many of these topics, and one helpful thing from this week was a Variety interview quote from John Kahrs discussing the making of Age of Sail. Kahrs comes from an animation background and talks about having to break that pipeline in order to develop an animated VR cinematic. “I was told not to storyboard it and just dive into the 3D layout process, which, I think, was excellent advice.” In that same lecture, this diagram from AWN article
Back to the Moon’ VR Doodle Celebrates Georges Méliès was presented:

The designers for that experience split the scene into sections and mapped out the action occurring in each part of the scene at every time. Thinking about the scene in this way, as a production rather than a composition, changes the way I’m approaching both the narrative itself and the production process.

Time to change tactics. VR manipulates space, not a frame. It then follows that I should begin feeling out that space in order to “storyboard” my animations.

I moved into Microsoft Maquette.

Maquette offers ease of material. I can place basic 3D shapes at all scales, manipulate a painting and text tool, and create multiple scenes that can be easily scanned back and forth to watch progression. I can view these scenes from a distance or at the viewer’s level. After experimenting with the tools, I began building a primitive scene to understand spatially what manipulations I wanted to happen. The result is an odd combination of an animatic and a storyboard.

Technical Progress

I did some experimenting in Tilt Brush, first with painting and then with the export pipeline. I am currently still waiting on Quill and Unreal Engine to be available in the lab, but will be spending this weekend working on my Oculus at home to see the results. Tilt Brush gave me some practice working with painting in a virtual space, specifically dealing with depth and object manipulation. I chose to create one of the chairs from my scene with the candle sitting on it as a test subject.

Painting in Tilt Brush of a candle sitting on the arm of a chair.

I turned most of the lights down in Tilt Brush to get a feel for what the scene would actually be like, and see what the various brushes would produce in terms of light. Not very much, as we can barely see in the image above.

What I really wanted to test was the export process from Tilt Brush to Unreal Engine. Tilt Brush exports as an FBX with the textures, but upon importing to UE4 I realized that the FBX is split into pieces based on which brush you used for each stroke. Further, the materials don’t seem to work without undergoing a process in between to assign a vertex color map to the object. I’m still a bit hazy on this process, though from my understanding Quill exports in a different file format that will seemingly not require this middle step.

Unreal Test - bringing a Tilt Brush model in, without functional textures.

Unity, however, has a package made to work with Tilt Brush materials called Tilt Brush Toolkit. Once downloaded from Github and loaded into a fresh Unity scene, I was able to import my model without any issues from the textures. All I had to do was drag it into the hierarchy.

Unity Test - bringing in the Tilt Brush object after importing Tilt Brush Toolkit.

Next Steps

My steps forward are really just finishing up where I’m at now and making some real steps towards solid production.

  • Spending time animating in Quill. The next week will be getting some of these base animations down in Quill and trying to export into Unreal.

  • Determining which 3D models I’ll be creating and starting work on that, while blocking out their presence in UE4.

  • Finish creating Maquette scene mockups. Finalize story.

First Year Wrap and Ruby Bridges: 6 Week Conclusion

In the first week of May, Tori and I completed our work on the 6 Week Prototype for the Ruby Bridges Project. It was presented, and then folded into a much larger presentation about our progress throughout the first year of our MFA program. As classes are starting back up, I wanted to make a post summarizing my journey over last year, the results of Ruby Bridges, and my current starting point. 

At the beginning of the year, I focused my efforts on the interactions between game design, education, and virtual reality. For me, this meant a lot of exploration and a technical education in these areas. 

My early projects focused on improving my skills in Unity. I worked on team projects for the first time in Computer Game I and obtained a real introduction to game design and game thinking. This also allowed me to develop my own workflow and organization in Unity. While exploring my personal workflow, I was interested in potentially using VR to organize materials and form connections throughout the scope of a project using Google Cardboard. The result was the MindMap project, which was a great introduction to mobile development and Google Cardboard, but provided limited usefulness for my work. It was tested using materials from my Hurricane Preparedness Project, a 10 week prototype developed to provide virtual disaster training for those in areas threatened by hurricanes. This was my first time using Unity for VR, and developing with the HTC Vive. The topics explored, including player awareness in VR, organization of emotional content, and player movement in a game space would eventually become the basis of my work on the Ruby Bridges Project. 

There has been a clear evolution in my own design process and focus, mainly with a shift from visual organization to functional prototyping. Earlier in the year I still had a heavy focus in visual elements and art assets, though with game design projects that experience suffered because the game was not totally functional. By the spring, I had shifted completely into prototyping and non-art assets. All of these projects challenged my process and boosted my technical skills, and then I brought these technical developments into a narrative context. 

EDUCATIONAL AND EMOTIONAL STORYTELLING THROUGH IMMERSIVE DIGITAL APPLICATIONS

In the Spring, Tori Campbell and I began working on our concept for the Ruby Bridges Project. Working together, we would like to use motion capture and virtual reality to explore immersive and interactive storytelling. Ultimately, we are examining how these concepts can be used to change audience perception of the narratives and of themselves. Ruby Bridges' experience on her first day of school is the narrative we've chosen to focus on. 

Ruby was one of five African-American girls to be integrated into an all-white school in New Orleans, LA in 1960. She was the only one of those girls to attend William Frantz Elementary School at 6 years old, told only that she would be attending a new school and to behave herself. That morning, four U.S. Federal Marshals escorted her to her new school. Mobs surrounded the front of the school and the sidewalks, protesting the desegregation of schools by shouting at Ruby, threatening her, and showing black baby dolls in coffins. 

This scene outside the front of the school became our prototype in VR. 

The Four Week Prototype focused on developing technical skills that we would need moving forward, specifically navigation, menu/UI, and animation controls. In doing so, I learned not just how to make these functions work, but the pros and cons of each.  This allowed me to make more educated decisions in the design of our Six Week Prototype. We gathered motion capture data from actors to work with the data in a VR space, and to help experiment with controlling the animations. 

My goal with the Six Week Prototype was to create a fully functional framework for the experience, something with a beginning, middle, and end. I created a main menu, narrative transition into a Prologue scene, the actual Prologue scene where the user is Ruby's avatar seeing from her perspective, and then an interactive scene where the user can examine the environment from a third person view. This view would provide background information/historical context, and drop into the scene from another perspective. Where the broad goals of the Four Week Prototype was technical development, this project was examining different levels of user control, the effects of this on the experience of the scene, and how to create an experience that flows from scene to scene smoothly even with these different levels of control. 

This prototype became a great first step into a much larger project. We learned a lot about creating narrative in VR, and though demonstrations with an Open House audience we discovered just how much impact a simple scene with basic elements can have on the viewer. 

THEORY

Broadly, my thread going into the year was how virtual reality can be combined with game design for educational purposes. Through these experiences, I was able to refine that to how immersion and environmental interaction along with game design can be used to form an educational narrative experience. 

Tori and I are focusing on different but connected elements while working on this project. I am working specifically with theories concerning self-perception, learning, and gamification. Structuring these together, I form a framework for my research. Self-perception theory is connected through the concept of perspective-taking, representing the user and how they reflect back on themselves and their experiences. Gamification represents the interaction the user has in their environment- provides the virtual framework for the experience using game design concepts. Learning theory places the whole experience in the context of education and the "big picture". 

WHAT'S NEXT? 

Over the next year, I will be continuing to work with Tori on the next stages of the Ruby Bridges Project. While we are still currently discussing our next steps, I would like to explore move environment building and structures of the experience. The Six Week Prototype was a great learning experience for how to set up a narrative flow and work through different levels of interactivity/user experience. But there are still so many other directions to push forward with it. Having the crowd react back to Ruby by throwing objects, yelling specifically at her, or even having all of their eyes constantly gazing down at her, further increasing the menacing presence. Playing with perspective-taking so users can switch back and forth between different members of a scene and determining if that ability contributes positively to the scene. Pushing other concepts of gamification, such as giving users a task while they are in there to highlight aspects of the environment (the closeness of the crowd, the size of Ruby, etc). Manipulating these environmental aspects will likely be the next step for me. 

I will continue to research the theoretical framework highlighted above and will likely be making modifications as I start to delve more into these topics. My classes begin next week, and as part of that I will be taking Psychobiology of Learning and Memory- this will likely have an impact on the theoretical framework, but I'm very excited to take what we learn in there and potentially apply it to the experiences.

On the technical side, I will be conducting small-scale rapid prototypes to test these concepts as main development on Ruby Bridges continues. Furthermore, I would like to experiment with mobile development on the side to see if a similar experience to our prototype could be offered with various mobile technologies, such as Google Cardboard or GearVR, perhaps even the Oculus Go. 

For now, I'll be organizing my research and getting ready to hit the ground running. 

Music Mocap and Wrecked Cabin are Up!

I spent today updating my website with the finals from my Wrecked Cabin project and our most recent project: Music Mocap.

This project was my first experience ever with motion capture, and OSU has a fantastic motion capture studio. I wrote a little bit about it in the last post, but we had a great time working with the dancers and I learned a lot about the actual process... especially because I had to get in a suit to do a test capture. 

21278015_10210211086898463_842400013_o.jpg

Other than Music MoCap, I'm taking a Computer Game class that's really expanding my knowledge of Unity and game design. In the past, my game classes have just given us a few pieces to cobble together and didn't really take the time to go into how things work or why games are designed that way. But now I'm actually learning how C# functions and why it works.

We started just following the Roll-A-Ball tutorial from the Unity website, but now we have to create a mod that changes the gameplay or introduces a new dynamic. I'm working with this idea of creating a timed maze scenario, but haven't quite narrowed down my exact plan just yet. Here's a few pages from my sketchbook, just jotting down ideas: 

Over the weekend I'll be working out the final plans for this mod and getting a working prototype started. With Unity projects in the past I was focusing all of my efforts on asset creation and less on the game itself, so this is going to present a new challenge and experience for me. More updates to come!