Giant Robot Clash [Oculus Rift]
Haiyin (Haley) Yang: Robot Modeler, Rigger, and Animator
John Shields: Game Designer and Producer
Xin Ning: Networking and Prototyping Programmer
David Tianwei Liu: Gameplay Programmer and Scene Setup
Bing Liu: Texture Artist (Robot) and Environment Modeler
Xiangting Li: 3D Modeler (non-robot), Texture Artist, UI artist, and Particle System Creator
Wei Guo: Sound Designer
-- 1v1 Giant Robot Arena Game over Networking
Building Virtual Worlds
2.5 weeks, 2013 Fall
Artist, TEAM PLAYER!
The whole project is completed in 2.5 weeks. It is a multiplayer (over a network) GIANT ROBOT fighting game using the Oculus Rift for vision and PS moves for input controllers. It is meant to have very simple foundations for someone new to Oculus Rift / perhaps gaming in general.
I designed, modeled, rigged and animated the mecha in about 5 days.
Design & Modeling:
The hardest thing in design is to make the mecha cool but not to add too many details that might cause people to question their functions. So the whole process of designing and modeling is studying the structure of mecha.
Because of the non-humanoid design, I also combined rigid binding with smooth binding in order to prevent any potential error without losing the essential of a mecha.
I did 9 different animations including idle, dodge, punch, being punched, defense, and being executed.
We don't want players feeling that the mecha is moving sullenly. At the same time, I was trying to convey the feeling of 'heavy' and 'powerful'.
Since this robot's joints are different from human's and shouldn't be smooth bound, I had problems with kneeling down and lifting (vertical movements). I fixed all the relevent joints by solving many errors.