Tuesday, December 15, 2015


We had a really good post mortem with the faculty. Its interesting what you learn when you review the last few months. We went a really long way with the project. I think we could have done better, but we did well. 

Thursday, November 19, 2015

Tuesday, October 6, 2015

We now have all of our inputs working...

We now have all of our inputs working in the same build...

And we are on Oculus...

Tone of voice, hand motion and distance all play into the NPC anger levels.


Thursday, October 1, 2015

I realized I didnt post a pic of the team. 
Here we are. From left to right...
Eric, Jed, Charlie, Ahmad, Nidal and Shahbaz


Saturday, September 19, 2015

Here is a rough version of our level.

This is our level. I matches the companies stage that we are working with. The simulation starts in the bottom middle and works around to the character by the car. The reason we did this is for the element of surprise and that the officer would have to walk over to the person to initiate conversation with him. He will be kneeling down and facing away from you grumbling. You get close and he stands up in your face and then the decision tree starts.


Script

Here is a rough draft of our script...

New Character

In order to fit the huge need to have a character that can simultaneously use ...

-Code driven animation cycles that are baked from motion capture or hand animation.
-Code driven phoneme animation that is driven by recorded audio files.
-Code driven expressions that fire depending on his anger level.

In order to have this level of control over the character we need to back the body animations and leave the anger morph targets so they can be driven by code.

I was not willing to put the time in to test the products that have been built, mainly because I can build one for our needs and I can control how it is exported from Maya.

This is our low poly model that is based off of my face scan. I also show a couple of expressions we are using.


Start of a new semester...

Over the summer we met with a UHP trainer veteran and the supervisors at POST and learned that the most beneficial inputs that we could have for our simulator are

a VR experience,

-voice tone recognition
-passive hand movement recognition
-monitored distance

They felt that these inputs were much more aligned with their training and relatable in a VR environment. We opted to forgo having the RealSence in scenario 2. We are working on building for a VR company here in Utah. The company has a physical space that we are modeling to.

Monday, May 4, 2015

EAE day

We were interviewed by Fox 13s Big Budah and by Mike from Ch 2 news. Here is a pic from the channel 2 interview.

Final Build

Here are some images of gameplay from the final build. I worked on the environment and character facial animation (animated by hand because facial motion capture was taking too long). I did all of the videos and UI.

I also worked as the scrum master.



Saturday, April 25, 2015

Splat map

Here are some iterations for the splatmap textures...




current gameplay screen

Here is the current gameplay screen. Shahbaz worked on the animations and the house texture. The splatmap is working well for the ground. 


Here is a graphic that I used in a presentation...



created HUD UI

Here is the HUD for the game.
We will be using the emotiv and the real sense to drive our game.


modeled neighborhood


House

Modeled house from the actual house in SLC where the man was shot after attacking an officer.


Game name Changed From BSTS to BEST

BEST stands for Behaviors, Ethics, Strategies and Tactics.

Script and flow

Here is our script and direction tree that we initially decided to build from.




After planning sessions, we put together a prototype for the initial pitches in front of the industry panel. Our main goal is to present a simulator that uses the Omni, Oculus and a gun. We plan on using deep learning and emotion to drive the simulator.


In late January, Our team changed and we lost Earl and Yash, but gained Shahbaz, Nidal and Charlie. Avinash also wants to help us.

Thursday, April 9, 2015

Organ Trail and B.S.T.S.

I have been horrible at keeping up with the blog. For some reason C++ took over my life in the last few months and things got push down the priority list. I apologize...

In January we presented our ideas for a game to the class. I really wanted to do a surgical simulator, but seeing how that would not make it in, I came up with a game called Organ Trail. It basically was the creature creator from spore meets the walking dead (without the gore). You would learn about anatomy as you hooked organs together. You would then find bones and create a partially built human that could crawl. I was pretty excited about it. One of my classmates joined me and I was hoping for more.

We got cut, so I joined my friend Ahmad's team where he was pitching a police behavioral trainer. I really feel like this will get the most press and will be the best project to work on.