Augmented and Virtual Reality

 
 

XR Demo Reel

A collection of Jarrett’s and my work with our XR department content within Rooster Teeth for 2018.

  • RTX Experience App (built with Unity for iOS and Android)

  • Initial prototype of Zwei and Holon in Unreal Engine

  • Machine Learning Identification

  • Mapbox integration for GPS based experiences


RWBY VR Test

After the RTX Experience app, I focused on building an interactive location based experience utilizing the same asset pipeline from the app to allow assets from the show to function in Unity.

The goals for the weapon:

  • Cel Shading on the weapon

  • Transform with input

  • Different collision and weight based on transform state

  • Ability to Fire only when opened


Star Wars inspired VR Mechanic Demo

Built in Unreal Engine 4.24 to test out “human” based input such as physical motion in order to create a better sense of immersion. The goal was to create an “organic RPG” style system where the skills and abilities are based upon how well you use the skills. I limited myself to only using the “trigger” and “grip” state to activate and hold objects respectively as manual inputs.

  • Updated VR template to include direct locomotion with thumb-sticks, sockets for objects and height/arm length calculations.

  • Custom Lightsaber with an interact to toggle on and off.

  • Force push function based on Object Mass and physical thrust of controller.
    Light objects could be “pushed” with a single hand thrusting forward, while heavier objects require two hands.

  • Force pull function by "yanking" the object close to you.


Early Prototypes

Here is a look at some of the concepts that I did in order to start testing a lot of features that went into the RTX Experience and Beyond.

The Pokemon models were made in my own free time to test some 3D modeling skills

Included is my first test porting both 2D and 3D media to Magic Leap and used the gen:LOCK - A First Look Footage released October.


RTX Gallery