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Lesson learned in VR development
Sukmadi Rafiuddin | Digital Happiness
CTO | Co-Founder
10 Years experience in 3D Content Creation
5 Years experience in Game Development
Production Manager/ Level Assembler/ Shader
Artist/ Technical Art
Company Profile
“Digital Happiness” Trademark of PT. Digital
Semantika Indonesia
An Independent Game Company from Bandung,
West Java Indonesia
Started in 2011, Become an entity in 2012
Released DreadOut in 2014-2015, DreadOut: KOTD
in 2016, DreadEye Free Demo in 2016,
DreadEyeVR 2017
Released Title
New Released Title 2017
Trailer
How To Play
How to Play The Game
1. Follow instructions - Consult the book for step-
by-step methods to summon spirits
2. Cook ingredients - Use the bowl to prepare
ritual ingredients that require it.
How to Play The Game
3. Reset when necessary - If things get messy,
use the hourglass to think it over and start again
from scratch.
4. Summon the ghost - Complete the ritual and
call upon the restless dead.
How to Play The Game
5. Find the ghost - Use your flashlight to
illuminate the ghost.
6. Commune with the dead - Enter the spiritual
world and endure the horror.
How Do We Create DreadEye VR?
First VR Demo Prototype
Created by our Game Director
First public demo released in 2016 at wearvr.com
Release on Oculus DK2 and OSVR HDK
VR experience mode, seated design, no
gameplay interaction (because of the headset
limitation)
First time using Unreal Engine 4
Good reception from the VR community
Production Team
Core Team:
1 Producer
1 Game Director
3 Programmers
2 3D Artist
2 Animator
1 Character Artist
1 Concept/UI Artist
1 SFX Artist
Additional:
1 Writer
2 Concept Artist
1 Music Illustrator
2 Beta Tester
3 VO Artist
Project Timeline 2016-2017, Almost 1 year of full production. 12 Fulltime Developer,
9 Additional
Work Setup
Target Device and Platform
Minimum Target Hardware (based on Unreal Engine Docs Guide, Steam and our current PC Rig)
OS: Windows 10
Processor: Intel i5
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 970
More Device
Coming Soon...
Tools of The Trade
Game Engine : Unreal Engine 4.18
3D Tools : 3DSMax, Zbrush, Substance Painter, Speedtree
Motion Capture : Noitom Mocap, IClone
Programming : Visual Studio 2015, Notepad ++
Collaboration : Google Drive and Documents, Local Tortoise SVN for repository
(repo unreal game project, repo raw assets, repo 3d source (only for artist))
Initial Concept
Full Experience (Player experience VR like a movie)
No Interaction, actually there is no gameplay whatsoever
Uji Nyali Concept (Player are left alone, and things started to happen and escalated
from there to a nightmare sequence)
Scripts full of Narrative with lots of NPC dialogue and animation
Uji Nyali
Concept Art
Concept Art
Concept Art
What went wrong?
Full Experience (Player experience VR like a movie) = this is not a movie, VR is a different medium
No Interaction, no gameplay = Pretty much boring because you can’t do anything, underutilize the
controller
Uji Nyali Concept (Player are left alone, and things started to happen and escalated from there to a
nightmare sequence) = Waiting while doing nothing is boring, it’s a waste of time!
Scripts full of Narrative with lots of NPC dialogue and animation = Can’t make the deadline with just two
people working on the animation, there is a lot to do with facial animation.
New Concept
- Hub design with gameplay and interactivity
- Player becomes a Shaman (dukun)
- Crafting ingredients to summon Evil Spirits
- All Level are connected to the Main Hub
- Crafting will cause apparitions, and trigger new item for the next ritual
- Combo crafting will trigger a nightmare scene
- Nightmare Cinematic sequence is shorter in length or change to a more
gameplay situation
Take Away
- VR Development is really hard using only one device (messy cables etc...)
- Have a targeted hardware with minimum specs for testing, optimize etc
- Test early in development, you don’t want to figure out in the end of
development your game not working
- The maximum time using VR for development is about 1-2 hours, after that
fatigue occurs
- What you see is not what you get (colors, gamma, POV etc). A lot of adjustment
need to be made while wearing VR Headset
- Test what works or what not. Some level are cut out from the final because it
feels weird in VR (eg. Car Sequence).
- Pivot idea while minimizing changes or repurpose assets/level. (Know your
strength)
Thank You
adi@digitalhappiness.net
contact@digitalhappiness.net
Sukmadi Rafiuddin | Digital Happiness

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Jakarta XR Meetup 13 | Digital Happiness deck

  • 1. Lesson learned in VR development Sukmadi Rafiuddin | Digital Happiness
  • 2. CTO | Co-Founder 10 Years experience in 3D Content Creation 5 Years experience in Game Development Production Manager/ Level Assembler/ Shader Artist/ Technical Art
  • 3. Company Profile “Digital Happiness” Trademark of PT. Digital Semantika Indonesia An Independent Game Company from Bandung, West Java Indonesia Started in 2011, Become an entity in 2012 Released DreadOut in 2014-2015, DreadOut: KOTD in 2016, DreadEye Free Demo in 2016, DreadEyeVR 2017
  • 8. How to Play The Game 1. Follow instructions - Consult the book for step- by-step methods to summon spirits 2. Cook ingredients - Use the bowl to prepare ritual ingredients that require it.
  • 9. How to Play The Game 3. Reset when necessary - If things get messy, use the hourglass to think it over and start again from scratch. 4. Summon the ghost - Complete the ritual and call upon the restless dead.
  • 10. How to Play The Game 5. Find the ghost - Use your flashlight to illuminate the ghost. 6. Commune with the dead - Enter the spiritual world and endure the horror.
  • 11. How Do We Create DreadEye VR?
  • 12. First VR Demo Prototype Created by our Game Director First public demo released in 2016 at wearvr.com Release on Oculus DK2 and OSVR HDK VR experience mode, seated design, no gameplay interaction (because of the headset limitation) First time using Unreal Engine 4 Good reception from the VR community
  • 13. Production Team Core Team: 1 Producer 1 Game Director 3 Programmers 2 3D Artist 2 Animator 1 Character Artist 1 Concept/UI Artist 1 SFX Artist Additional: 1 Writer 2 Concept Artist 1 Music Illustrator 2 Beta Tester 3 VO Artist Project Timeline 2016-2017, Almost 1 year of full production. 12 Fulltime Developer, 9 Additional
  • 15. Target Device and Platform Minimum Target Hardware (based on Unreal Engine Docs Guide, Steam and our current PC Rig) OS: Windows 10 Processor: Intel i5 Memory: 8 GB RAM Graphics: NVIDIA GeForce GTX 970 More Device Coming Soon...
  • 16. Tools of The Trade Game Engine : Unreal Engine 4.18 3D Tools : 3DSMax, Zbrush, Substance Painter, Speedtree Motion Capture : Noitom Mocap, IClone Programming : Visual Studio 2015, Notepad ++ Collaboration : Google Drive and Documents, Local Tortoise SVN for repository (repo unreal game project, repo raw assets, repo 3d source (only for artist))
  • 17. Initial Concept Full Experience (Player experience VR like a movie) No Interaction, actually there is no gameplay whatsoever Uji Nyali Concept (Player are left alone, and things started to happen and escalated from there to a nightmare sequence) Scripts full of Narrative with lots of NPC dialogue and animation
  • 22. What went wrong? Full Experience (Player experience VR like a movie) = this is not a movie, VR is a different medium No Interaction, no gameplay = Pretty much boring because you can’t do anything, underutilize the controller Uji Nyali Concept (Player are left alone, and things started to happen and escalated from there to a nightmare sequence) = Waiting while doing nothing is boring, it’s a waste of time! Scripts full of Narrative with lots of NPC dialogue and animation = Can’t make the deadline with just two people working on the animation, there is a lot to do with facial animation.
  • 23. New Concept - Hub design with gameplay and interactivity - Player becomes a Shaman (dukun) - Crafting ingredients to summon Evil Spirits - All Level are connected to the Main Hub - Crafting will cause apparitions, and trigger new item for the next ritual - Combo crafting will trigger a nightmare scene - Nightmare Cinematic sequence is shorter in length or change to a more gameplay situation
  • 24. Take Away - VR Development is really hard using only one device (messy cables etc...) - Have a targeted hardware with minimum specs for testing, optimize etc - Test early in development, you don’t want to figure out in the end of development your game not working - The maximum time using VR for development is about 1-2 hours, after that fatigue occurs - What you see is not what you get (colors, gamma, POV etc). A lot of adjustment need to be made while wearing VR Headset - Test what works or what not. Some level are cut out from the final because it feels weird in VR (eg. Car Sequence). - Pivot idea while minimizing changes or repurpose assets/level. (Know your strength)