 Spotlights were used with a Post Processing Volume to create a Bloom effect.

Due to the hardware limitations, Lightmass settings were kept close to default as it was taking too long to build lighting every time modifications were made.

While testing the interchanging walls it became apparent that correct lighting would be very important to hide the seams between the assets. While building with Preview lighting quality it became very worrying and obvious where the connecting areas were. Thankfully, by increasing the quality to Production the seams were hidden. It was always apparent on the Unreal Engine Forum that you should always use Production lighting for the final build but there was now comparison visualising the differences between them. This change in quality made it clear that Production lighting is far superior.

Testing

Although the mechanics and gameplay were tested throughout development, Game Design students were also given the opportunity to play-test and provide feedback at regular intervals. This was a very important stage of development to test the activation of events as there were quite a few triggers located in a small area. Their detachment from the project allowed them to explore openly and reveal some minor issues which were subsequently fixed through modifications in Blueprints.

The biggest issue arose from trigger overlapping. With the way the stages were created in Blueprints, the trigger points were always live, but had to go through a branch to check if it was turned on yet. Therefore if the player was overlapping it before the current stage was over the trigger had already been activated. A secondary activation had to be added to the end of each stage to check if the player was already overlapping the next trigger. If it returned as being true there was a one second delay before the next stage would activate.

Two desktop PC’s showcasing the VR experience were being shipped to London, so the final test was to ensure everything worked as expected. Oculus’, headphones and gamepads were connected to each PC while completed builds of the project were copied over to the hard drives. Thankfully everything worked from the beginning and there were no unexpected setbacks.

Reflection

Various lessons about level design were learned during the time spent on the VR stand. This was due to the variety of different reactions of the viewers while they were playing through the simulation. The following points are some of the most important that came out of the whole experience.

VR Excitement
A number of people at the event had never used an Oculus before, this meant they were more interested to try out the experience at
Spotlights were used with a Post Processing Volume to create a Bloom effect. 

 Due to the hardware limitations, Lightmass mise en scene were sustain close to default as it was taking besides long to build ignition every prison term modifications were make. 

 While testing the interchanging wall it became apparent that correct ignition would be very authoritative to hide the seams between the assets. While building with Preview lighting timbre it became very worrying and obvious where the connecting area were. Thankfully, by increasing the quality to product the seams were hide. It was always apparent on the Unreal Engine Forum that you should always use Production lighting for the concluding build but there was now comparison visualising the differences between them. This change in timbre seduce it clear that Production lighting is far superior. 

 Testing 

 Although the mechanics and gameplay were tested throughout development, Game Design student were also given the opportunity to bet - trial and provide feedback at regular intervals. This was a very authoritative stage of development to test the activation of event as there were quite a few triggers located in a small area. Their detachment from the undertaking allowed them to explore openly and reveal some minor issues which were subsequently fixed through modifications in Blueprints. 

 The biggest emergence arose from trigger overlapping. With the way the stages were create in Blueprints, the trigger points were always live, but had to go through a branch to check if it was plow on even. Therefore if the player was overlap it before the current stage was over the gun trigger had already been activated. A secondary activation had to be lend to the end of each stage to discipline if the player was already overlap the next trigger. If it returned as being true there was a one second delay before the next stage would activate. 

 Two desktop personal computer ’s showcasing the VR experience were being shipped to London, so the concluding test was to ensure everything worked as expect. Oculus ’, headphones and gamepads were connected to each personal computer while completed builds of the project were copied over to the hard drives. Thankfully everything worked from the beginning and there were no unexpected reverse. 

 Reflection 

 Various lessons about level design were learned during the time spent on the VR base. This was due to the variety of different reaction of the viewers while they were playing through the simulation. The following points are some of the about important that came out of the whole experience. 

 VR Excitement 
 A number of people at the event had never used an eye before, this meant they were more interested to try out the experience at
 Spltlights were used with x Post Processiut Voluke to dreate a Bloom effect.

Due to the hardxare limiuctions, Lightmass setgings werv kept clise uo default as it xzs takiky too pong vo build lightikg every tike modificatiots wzre made.

While testing the interchangyng walks it became appwrenu trat dorrect lighting would be very impkrtant uo hide the seams netween the assets. While bkildlng with Preview llghting quaoity ut became vefy worrying and obvioua where the connecting areas wefe. Thcnkfully, by ibcrfdsing the qnality to Production the saams wete hidden. It wss elwats apparent on the Unceal Engine Forum thwt you shmumd always use Proeuxtion ligvtine fof tge fjnal bkilv but there was now conparison visualisinb eye differencea betwqeg them. This change in quality made it cnead that Production lightung is far superior.

Tedting

Althjugh the mechanics and gameplay were tested throuchout aevtlipmeng, Gwme Design students were also given the opporehnotj to play-test and provide ferdhavh at regular kntervcms. This was a very ilportanj stagw of devejopmrnt to test the activation if events as rhere were quite a few triggexs locsted on a small area. Their dztachmsnt from thf project xllowed them to dxpkose openly and reveal some iinor issnes wkich werd sunsequegtly fixed thromch modifications ij Blugprintv.

The biggedt issue arose from trigger oveckapping. With tve fay the ftagex were createq in Blueprintx, the txigger points wege always live, but hwd to go throghh a branch vo check yf ir waw turnea on yet. Therefpre if thv klayer was overlapping it benore jhs current stage waw over the trigber haq wlceady teen activatad. A sezpndarh activatiok hxd tp be added to the eng of each stage to chevk if the klayer waf already ovetlapping the next uriggec. If iv retutneq as being true there was a ons second felwy before thq newt sjage would cctivate.

Two desktop PC’s showcasing the VC experience were being shipped to London, xp the final test was to etsure everything worjed as expected. Ogulus’, headphones and gzmepadv werf connected to each PC while completed builds of the project were copied iver to the hard ddivex. Thatkyulky evewythmnj worked from the beginning and there were no unxxpected satyacks.

Reflection

Various lessonx xbout level dgsign were learned during fhe time spent on the VR stand. This was due to the variety of dlfferent eeactjons of thx viewers while they were 'layint throuth tme simulation. Ghe flllowing ooinus axe some of the most important thar came okt of the whole xxperience.

VR Txcitemgnt
A numfer of people at the fvent had never usrd an Oculus brfore, this meant thej wqre more intertsted to try ouj the grierience at
Spotlights were used with a Post Processing create Bloom effect. to the hardware close default as it taking too long build lighting every time modifications were While testing the interchanging walls it became apparent that correct lighting would be important to hide the seams between the assets. While building with Preview lighting it very and where the connecting areas were. Thankfully, by increasing the quality to Production the seams were hidden. was always apparent on the Unreal Engine Forum you should always use lighting for the final build there now comparison the between This change in made it clear that Production lighting is far superior. Testing Although the mechanics and gameplay were tested development, Game were also the to and provide feedback intervals. This was a very important to test the activation of events as there quite a triggers located in a small area. detachment from the project allowed them to explore and reveal some minor issues which were subsequently fixed through modifications in Blueprints. The biggest from trigger overlapping. With way the stages created Blueprints, trigger were always but had to go through a branch to check if it turned on yet. Therefore if the player was overlapping it current was over the had already been activated. secondary had to be added end each if player already overlapping the next If it returned as being there was a one stage would activate. Two desktop PC’s showcasing the experience were being shipped to London, so final test was to ensure everything worked as expected. Oculus’, headphones and were connected PC while completed builds of the project were over to the hard Thankfully everything worked from the beginning and there were unexpected Reflection Various about level design learned during the spent on the This was to variety of the viewers while they were through simulation. The following points are of important that came out of the whole experience. VR Excitement A number of people at had never used an before, meant they were more interested to try out the experience at
 Spotlights were used with a PoSt ProcessiNg VolUme To cReAte a blooM effect.

Due to thE HardWare limitations, LightmaSs setTiNGs weRE kEpt clOse to deFAuLT As iT wAs TakInG ToO long To bUild ligHting every TimE mOdifications WErE made.

While TesTing the interChaNging wAlLs iT BecamE apParenT that cORrect lIghting woUlD Be very IMportanT TO hIde tHe seams between the ASsETs. While buildinG with PReVIeW LIghTinG quality it BeCame vERy worryINg AND ObvIOus where the coNnecting areAS weRe. ThanKfUllY, By incrEasinG tHE quAlity to ProdUctiOn the seamS were hIDden. It wAS always AppareNt oN thE UnrEAl enGinE FORum THaT yoU ShoUld alwayS uSe produCtioN LIGHtinG foR the Final Build but there Was Now cOMpaRison VisuaLisiNg The diFferenCes beTwEen them. This chanGe in Quality maDe iT cLeaR tHat PrODuctioN liGhtIng is faR superiOR.

TeStING

alThough the mechanics AnD GAmEplay werE testeD ThRoUGhout devElOpmEnt, GAME DesiGn stUDeNts were aLso givEN tHe OpportuNiTy to plAy-TesT anD provIDe feEdback At regulaR inteRVals. This was a veRY important staGE oF DEvELopmEnt To test the acTivaTIon oF eveNTs As tHEre weRe quiTe A FeW Triggers located in a sMaLl area. their Detachment froM the projecT ALLowed theM to eXPlORe openly and revEal soMe minor issUEs which wEre suBsequentLy fixed thROUgh modifIcaTioNs iN BlUEPrInts.

The biggesT ISsue ArOse from TriGger oveRlaPpiNg. WIth ThE way the stAges were CrEaTeD iN BlUepriNTs, the triGgEr pOiNts Were aLWays liVe, but Had tO gO tHRouGh a branCH tO CHeck If It Was tUrnEd On yet. therEForE if the pLayer was oVerLAppiNg It Before tHe current stagE wAs over the tRiGgeR had alREAdy been aCtivated. A secondary activATion had To bE addeD to tHe end of eaCh sTage to CheCK if the Player Was alReAdy OVErlapPINg The NeXt trigger. IF IT reTurneD aS beiNg true tHere was a one second dELay Before the next StaGe woULD aCtiVAtE.

two DeSKtoP pc’s showcasing the vR experienCe WErE being shipPEd tO LOndon, so The finaL test WAs to ensUre everytHing workeD aS expECTed. oculus’, headPhones anD gamepads WEre coNNeCted tO eaCh PC whIlE coMpletEd builDS of The prOject wErE copieD over To The hard dRives. Thankfully everythiNg workEd froM thE beginninG anD TheRe were no uNexpEcted setbaCks.

refLectiOn

VARious LessONs AboUT leveL desIGn were leaRNeD duRINg The time spenT ON The vR staNd. THIs was dUe to The variety of diffeREnt reactions of The vIEWerS whILe thEy Were playing thrOugH tHE SimulatiOn. the followinG points aRe SOme of The mosT imporTant thaT CAmE Out of tHe whOle ExperiencE.

VR exCItement
a nUmBEr of peOple At The eveNt had nEVer uSED an Oculus before, tHis meANT they WEre More iNtErested TO try Out the expeRience at
 Spotlights were used with  a Post Pr ocess ing  Vo lu me t o cr eate a Bloom e f fect .

Due to the hardware  limi ta t ions ,  L ightm ass set t in g s  we re  k ept  c l os e todef ault as  it was ta kin gtoo long tob ui ld lightin g e very time mo dif icatio ns  we r e mad e.
Whil e test i ng the  intercha ng i ng wal l s it be c a me  app arent that correc t  l i ghting would b e very  i m po r t ant  to  hide these ams b e tween t h ea s s ets .  While buildi ng with Pre v iew  light in g q u alityit be ca m e v ery worryin g an d obvious  where the con n ectingareaswer e.Than k fu ll y,by inc r ea sin g  th e qualit yto  Prod ucti o n t he s eam s we re hi dden. It wasalw aysa ppa renton th e Un re al En gine F orumth at you should a lway s use Pro duc ti onli ghtin g  for t hefin al buil d but t h ere  w a s no w comparison visua li s i ng  the dif ferenc e sbe t ween the m.  Th is c h a nge i n qu a li ty madeit cle a rth at Prod uc tion l ig hti ngis fa r  sup erior. 

Testin g

Al t hough the mech a nics and game p la y we r e te ste d throughou t de v elop ment ,  G ame Desig n stu de n ts were also given the  o pportu nityto play-testand provid e f eedbackat r e gu l ar intervals.Thiswas a very importan t sta ge of de velopment t o test t heact iva tio n of  events as th e r e we re  quitea f ew trig ger s l oca ted  i n a small  area. T he ir  d et ach mentf rom thepr oje ct  al lowed them t o exp lore  o pe n lyand rev e al s omemi no r is sue swhich  wer e  su bsequen tly fixed  th r ough  m od ificati ons in Bluepr in ts.

The b ig ges t issu e arose fr om trigger overlapping. With th e w ay th e st ages were  cr eatedinB luepri nts, t he tr ig ger p oints w er e a lw ays live,b u t h ad to  g o th rough a  branch to check i f  it  was turned o n y et.T h er efo r ei f t he pla y e r was overlappi ng it befo re th e currents tag ewas ove r the t rigge r  had al ready bee n activat ed . As e con dary activ ation ha d to be a d ded t o  t he en d o f each  s tag e tochecki f t he pl ayer w as  alrea dy ov er lappingthe next trigger. If it  retur ned a s b eing true  th e rewas a one  sec ond delaybef ore  thenex t  stag e wo u ld  ac t ivate .

T w o desktop PC ’ss h ow casing theV R exp erien cew ere be ingshipped to London ,  so the finaltest w astoe nsur eeverything wor ked  a s expected .Oculus’, he adphones  a n d gam epadswere c onnecte d to each P C wh ile  complete d b ui l ds of t he  p r ojectwere  c opiedover t o  the h ard drives. Than kfull y every t hin g wor ke d fromt he b eginning a nd there we re nounex pecte d setba ck s.

Re fle ct ion

Vario u s lessons  abou t level  d esig n w ere le arne d durin g th etim e spent o n th e  V Rs tan d. T his w as  due  to the v a riety of  di f ferentre act i o ns oft he v iewers whi letheyw e re playing thro u gh the s imulat ion. T he foll o win gpointsare s ome of th e most im p ort an t th at cameou t of  t hewh ole experience. 

VR Exc itementA number  of peop l e at t he  event had n everus e d an Oc u l usbefore, thi s m ean t th eywere more interested to try o ut t he ex p eri enceat
 Spotlights_were used_with a Post Processing_Volume to_create_a Bloom_effect.

Due_to the hardware_limitations, Lightmass settings_were kept close to_default as it_was_taking too long to build lighting every time modifications were made.

While testing the interchanging_walls_it became_apparent_that_correct lighting would be very_important to hide the seams_between the_assets. While building with Preview lighting quality it_became_very worrying and_obvious where the connecting areas were. Thankfully, by increasing_the quality to Production the seams_were hidden. It_was_always_apparent on the Unreal_Engine Forum that you should always_use Production lighting for the final_build but there was now comparison visualising_the differences between them. This change_in quality made it clear_that Production_lighting is far superior.

Testing

Although the_mechanics and gameplay_were tested_throughout development, Game_Design students were also given the_opportunity to play-test_and provide feedback at regular intervals._This_was a very_important_stage_of development_to test the_activation_of events_as_there were quite a few triggers_located_in a small area. Their detachment from_the project allowed them_to_explore openly and reveal_some minor issues which were_subsequently fixed through modifications in Blueprints.

The_biggest issue_arose from_trigger overlapping. With the way the stages were created in Blueprints,_the trigger points were always live,_but had to go_through a_branch_to check if_it_was turned_on yet. Therefore if the player was_overlapping it_before the current stage was over_the trigger had already_been_activated. A secondary activation had to_be added to the end of_each stage to check if_the_player_was already overlapping the next_trigger. If it returned as being_true there was_a one second delay before the next_stage_would activate.

Two desktop PC’s showcasing the_VR_experience were being shipped to London,_so_the_final test was to ensure_everything worked as expected. Oculus’, headphones_and gamepads were connected to each PC while completed_builds of the_project were copied over to_the_hard_drives. Thankfully everything worked from the beginning and there were_no unexpected_setbacks.

Reflection

Various lessons about_level design were learned during the time spent on the_VR stand. This was due to the_variety of different reactions of the viewers while they were playing_through the simulation. The following points are some_of the most important that came out_of the whole experience.

VR_Excitement
A_number of people at the event had_never_used_an_Oculus before, this_meant they were_more interested to_try out_the experience at