~ 3 Minute Read.
At one point, the player is supposed to figure out he can throw a chair using his gravity gun to break a window that keeps him from grabbing a key floating outside of the room.
The plan was to simulate the breaking of the window in Blender to then import the animation and play it on collision with the chair. Turns out that this is pretty performance heavy if you use too many shards and bake all the physics to keyframes.
Roxanne redid the animation multiple times (I greatly admire the patience she had with this) and it turned out pretty amazing in the end. See it in the video of the full playthrough below. (The material has a little bug in that version, but you’ll be able to extrapolate the idea.)
This escape room is very location bound; it obviously only works well if your are in the room that matches the virtual replication. Because of that and because of it is rather space consuming nature, we do not plan to release it. To still give you a taste of the experience, we cut together some recodings of a full playthrough:
One of my goals was getting to know Unity, which I did, more broadly than in depth, but enough to get the gist and get back to it should a project present a fitting use case.
I am very happy about how this project turned out: working together with Daniel and Roxanne was a great pleasure. Often, group projects end up in a very inequal distribution of work. If you are really unlucky, you may even find people on your team neglecting the project entirely and you trying to either work extra for the missing member or putting your energy in motivating them. This time I had to actually fight to not be the slacking guy myself—the others were doing so much!
My personal highlight was the presentations. I love speaking and the presentations were just so easy this time. We were basically able to “wing it”, just assigning the slides Roxanne beautifully designed, because everybody had the full picture and with Roxanne and Daniel both being great speakers then freely entertained the audience with what we had to say. 1
Finally, in case you work at a VR Arcade or escape room and need some devs, let’s talk. I will be coordinating communication via Vhite Rabbit. If you prefer you may also contact Daniel and Roxanne directly via their LinkedIn profiles. Both expressed tentative interest in freelancing on such a project in the future.
- Nobody was snoring or showed any signal of boredom at least, so I think it was alright. And we were voted for best presentation and demo by our collegues. *Boast*
Written in 33 minutes, edited in 10 minutes.