Character Study
Technology and User experience
Character study
As I have been writing narration for the AR experience/game, I’ve wanted to refine the character / character traits of ‘The Curator’ / main character.
Who knew that watching Grammarly ads could provide such a wealth of gold. In the first game chapter the main character is a Valedictorian type who has been isolated from the rest of humanity since the age of about 17 or 18. She quite possibly won an essay writing competition and was promptly shipped off with little training, to be humankind’s (slightly precocious) emissary. Holding fast to the belief that her mission will be of value to Earth (when they finally get back in contact), the now 50-something cosmonaut has been recording video diaries for the best part of three decades, swinging between an idealistic 17 year-old and a disillusioned half-centenarian.
Grammarly ad actors have provided me with great fodder and inspiration for the idealistic 17 year-old.
https://www.youtube.com/watch?v=FClZ_Vc7pbU
Technology/user experience
In our first production meeting, Hizi, Fabian, Sahaj and I discussed how to solve some issues in AR, as well as how we will work together as a team.
Sahaj’s role as an adviser has already been fantastic, with his suggestion of including 3D models from current 3D artists in the virtual exhibition housed within the game. We are looking into whether some people from 3D Club, MAGI might like to get involved.
Fabian suggested having a look at ‘virtual cameras’ in Unreal Engine and Unity in relation to exhibition spaces and the potential to use virtual cameras instead of AR, to get around ground plane detection drop outs via camera feed when there are obstructions in the camera feed (ie. hands, other people, low light). Even though we have decided to stick with AR, this was worth exploring and I can see some excellent applications of these methods in exhibition envrionments in future.
By Rachael Thompson
Email Rachael Thompson
Published On: 31/03/2022