Name: Thomas Huang Estimated Time: 40-50 hours
Production Notes:
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Set Dressing:
- Designed and added models, and layout the maze:
- Add textures and new models to the scene: Walls, coins, a key, fish, and the sulpture of Artemis, etc.
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Particles (Poofs):
- Adjusted 2 different poofs with new textures added, the poof for coin is emitted with spherical shape, while the key poof uses cone shape.
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Coins:
- Has rotation animation when idle, and instantly disappears when being clicked, while poof and sound effect are triggered at the same time.
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Key:
- Bobs and rotates when idle.
- When clicked, the key flies towards the door and unlocks the door, so the door can be opened when clicked.
- Activate Poofs.
- After being clicked, the key disappears.
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Waypoint:
- Modified the teleportation behaviour when being clicked. Camera travels to position, instead of just snapping to it.
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Enviornment:
- Added Fog, animated caustics to the scene.
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Navigation:
- Modified Waypoint.cs with new IEnumerator CameraTravel, to help camera travels between waypoints through set time, instead of instant teleportation.
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Water Caustic:
- Added water caustic effect by putting 60 frames of sequential caustic pictures and projected through a projector.
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Fish flock:
- Modeled/ rigged/ animated the fish FBX asset
- Modified the ExampleFlocking.cs, rename it as tFlocking.cs
- Flock Object: field to assign fish fbx
- Ramdon Scale: to randomize fish scale
- Ground height: to set where the ground is, so first when fish flock were instantiated, all of them would stay above the grond value and wouldn't travel underneath / pass the set ground value, so the fish won't travel underneath the ground.
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Optimization:
- I tried to optimize the scene to acceptable performance. It seems acceptable when added only up to some 30 fish in the scene. Though, I would like to learn more efficient way of optimization and make good use of profiler or other methods.