Overall I am quite happy with the outcome of my scene. Although there are some lingering issues. When I built and viewed my project in VR for the first time, the first scene at the tube station has a lot of flickering in some areas of the building. The one common traits amongst the flickering parts is that they were all black. Of course correlation does not always correspond to causation, and despite having no explanation for it being the case, I can’t help but wonder whether this is the reason – although real research is needed. It could also be related to the type of material used in the model. In the coming days I will investigate further and come to a proper conclusion to avoid similar issues in the future.
For my next project I will spend more time searching for 3D models, as I don’t think my project performed as well is it could visually. Aesthetic wise it was quite all over the place – there was a large variety of visual styles and at varying quality. This meant there was not much consistency in the appearance of my visuals. There was a beautiful and intricately modelled and textured tube tunnel one second and very simple and visually unappealing buildings the next and due to the fact that my past discipline was artistic, this pains me. I’ve heard that you potentially colour grade unity projects somehow, and if possible I’d definitely do that in the future to help tie all elements of the project together and make a far more pleasing environment in addition to of course using models of a similar quality. I feel as if there’s little point in getting immersed somewhere you don’t want to be, therefore I want to make my scenes as visually appealing as possible. I have fantasies of one day building in Unity an environment with a consistent stylised aesthetic and visual language, but in order to do so I will have to design everything then model it in Maya. I look forward to being proficient enough make something to appease my artistic standards.
For my next project I think I’ll be in a far better position because I have a better understanding of project management. I know the elements of a project; what goes into it and roughly the time it takes to implement each part. For example, at first I had no sense of how long it would take me to write each script and admittedly this had tempted me to bee less ambitious with what I wanted achieve, solely because I was too scared to try something I was wholly unfamiliar with and didn’t want the feeling of inadequacy everyone gets when they’re learning something new. I have also noticed how difficult and time consuming to make a game that flows perfectly and efficiently. Coding meant a lot of researching, and there are many ways of accomplishing a goal, and I’ve found that some styles can make a game faster and some slower. Thankfully this term I have really surprised myself and learned what I am capable of. I have a better grasp of how long it takes me to learn something by taking into account my strengths and weaknesses in multiple components of Unity. This means in the future I can plan projects in a more effective manner and ensure my workflow is as efficient as possible. The majority of this project was built quite late just because of the steep learning curve I encountered and hadn’t anticipated.