Fragments of the Past is an Immersive Experience where you get to undergo through the memories of a hospitalized world-war I veteran that, due to an undisclosed accident, he's sat on a wheelchair.
For this project I have challenged myself in both the software & Immersive aspects, where I have looked into making two separate render spaces where the second render space is being shown through a pair of eyeglasses, which has lead me to discovering stencil-layered shading!
Alongside this, I have also looked into making a bespoke shadow-puzzle system where the shadow silhouette of an object makes out a different shape when lit over a background picture. ( Refference: R.E. 7 )
Lastly, in order to elevate the authenticity of the experience I have rented out a wheelchair for the player to sit on whilst playing the experience.
Fragments of the Past has been showcased in a public exhibition event in Coventty University's Delia Derbyshire Hyperstudio, where I have had a lot of guests & visitors trying out the experience. For the feedback I've had people moved by the themes & topics that FotP is featuring, alongside the whole Immersive construct helping with the delivering of the story behind the player character.
Two different layers, one under another, allowing for objects to render over each-other to produce unique visual feedback
The mix of Virtual Reality & the physical component of the wheelchair offers to elevate the immersive factor of the experience
In another one of my projects, I had the opportunity to develop an open-ended project which had to involve motion capture. But I also had 6 weeks worth of time to put the project together, which, in turn affected the range of ideas available to work on. So the best choice was to make a 5 minute short pilot film inside Unity using the Mocap studio available within' the university premises.
The project involved a collection of different software: Shogun Suite for the mocap recording & exporting animation clips, Blender to model the character & parent the animation clip over the character's & export the animated character clip & then Unity in order to arrange the pilot film's animation clips & environment FX under the timeline tool.
At one point of the module, I have co-assisted the Course Director in stabilizing the pipeline & Identifying a more efficient workflow for sticking the static models over the motion capture animation clips.
Due to this part, however, I had to sacrifice SFX quality for the pilot film, prioritizing strictly on camera shots, environment, visuals, VFX & Animations as I could no longer fit all the SFX into the logistics timeframe.
So, the overall output looks high-quality minus the SFX having some rough edges that needed to be polished out, but the pilot film still came to be as intended!
The character animations were made using motion capture, a specialist domain where real-life motion is recorded in a grid & gets saved as a digital clip file
Alongside the opportunity to use the studio, I've also had the pleasure of working with skilled actors from Scarborough