Background information (not part of this request)
This experience is a physical training game where the a user can create a profile and select an exercise from a list of activities to perform it ( e.g jumping, squating, avoiding moving boxes, hitting moving boxes etc..). After the activity is completed, some user statistics are recorded in the user profile (time spent played, score, etc)
Demo prototype (user profile creation + activity for avoiding objects): [login to view URL]
Using UE4 standard template VR Template
Optimized for Oculus Quest (lowpoly - 72fps - low drawcall - 50k triangles with elements - without Mobile HDR)
Reusing the Scene provided
[login to view URL]
The idea is to produce in the user certain emotions such as the feeling of being in a clean, safe and calm environment -> sound + light effects from the scene itself + adding new sound +light effects with new interactions (see below)
Lighted, with windows so we can simulate different external environments (sky, forest, sea, etc..) (not required in the first version)
Reusing Epic Mannequin Mobile
It’s a main component and will be present most of the time. The idea is to make the user feel accompanied all the time. He will be his instructor therefore it’s quite important.
Additions to the scene (focus on user inmersion and experience)
Menu interaction system (main menu): where the user can interact with the different application options such as:
Profile management (select user profile, create new, etc)
Navigate across activity categories (shown in a visual way like text + small picture)
Select activity + configure activity parameters
Training management (create a new training, continue training, etc) -> a training is just a bunch of activities together
User analytics, Application settings, etc..
Only the interaction system + UI is required, no functionality behind that.
Flexible so it can be extended in future
Animated with basic sounds / effects
It's like a command center with VR focus (using best practises = how others are doing it)
Example: a dashboard where the user clicks and a different screen where he sees the information
Open to discussion to find the best approach here
Application Startup : Reusing the effects and animations from the scene but adapting the end of the animation to the main menu interaction.
Between selecting an activity and starting it. The animation and effects (light/sound/props) from the time when the user selects the activity in the menu and the activity is started (e.g. dimming lights, making new props appear, sounds, etc).
Basic effects and animations for the manequin no pose animations or activity animations but effects or animation for making the mannequin appear or the transition where he explains an activity -> The animation of the manequin is not required but the effects around it
Futuristics props that can be reused across the different activities ( example [login to view URL]).
There are certain world elements that will be used across the prototype. As example:
Objects that the user needs to touch and some effect happens after that (i.e explosion, lighting, )
3D Paths that the user needs to follow with his body (follow this line while you are punching)
3D elements that can be placed around the Mannequin while he’s executing an animation to explain further what’s he doing and special attention points (i.e while he’s squatting a prop that shows a message with an icon saying - “Make sure you have your back in the upright position).
Sounds + light effects
Reusing from the scene + adding new ones based on new props + effects.