VR13–Whimsies Attic (Self-critized)
This final blog would be displayed anything I have not documented so far… For instance, Mixing sessions and my future thoughts on big group collaborations. I think the blogs which I had documented about group project: Whimsies Attic were a bit scattered. And it seemed I have not show off the work I have done so far. So I would be putting a lot of screenshots at this page.

Gameplay: linear vs non-linear, a linear game has a clear progression that the player must follow in order to complete the game. Non-linear has very little to no progression that the player must follow. Another term I might throw out there is “open world game”, which means the game invites the player to explore the world of the game.
What is the prototypical non-linear game. I would argue there isn’t any. Even Pacman or Galaga have a narrative behind them. A slight sliver of story that pushes you along. And it certainly is linear, insofar that you are corralled from level to level. The purpose of the spectrum isn’t to create a comparative framework, it’s merely to suggest that there is fluidity in the games themselves. Different portions of games are linear and non-linear, while overall games can at times reflect a particular linearity.
Our route would be entering from the main hub, the audience could choose a place they want to watch and go back to the hub…
I am not sure if there are any sound people taking ecs:(. As so far, I had uploaded these sounds as a sound stock to the google drive:







To do with mixing, I experimented on using Dear VR: (I kind of imitate the sound in quadraphonic channels)



I finally persuaded Rosaire to do this spatial audio thing*, as it is very a bit last minute thing and we tried a lot of versions: 1. background music+wind/Brass/Piano/Percussion/String 2.wind/Brass/Piano/Percussion/String 3.Make the brass and wind more smaller groups (like extracting tuba, flute, trombone, trumpet) Only second one works well with unity’s own latency.
I feel disappointing as she wanted the vinyl distortion when the music is happening, which is kind of not making sense in the space. And I have 100% no idea why she put whatever the gear sound or noises very loud in the end video. That is not my version lol.
In the attic, me and Ben and Maira mixed together as a group. And then I caught up with Jacob and Hannifa doing the computer room with Clara.(Clara said she needed more time on the visual at this stage, so we cant implement a lot of sounds we made is sad) Ben and Maria is a good pair to work in the painting scene. I agree on that. They did a good job.
I would be showing what sounds I have made for the computer scene as follows:


Computer (I am not sure how many would be implemented at last)
Another last one minute thing, I made this introduction music for Rosaire for her Plus one handin.
The whole project, as itself is a huge success… But I think I am feeling very exhausted and just dont really have the motivations to do the work. Instead, a bit more being pushed to do so. As, I am the engine.
As I had mentioned about how I feel about the battle between visual and sound, and also the sound property. I dont want to repeat again. I do believe the best way to collaborate is either having an organiser, or we have the roles and timing of people. How we are available, how we are not. If things needed to be committed, then it is good to set up timeline and feeling responsible to do that. Instead of being procrastinated or ‘perfectionism’ as an individual.
I do think I have a lot of issues myself, as I am a quite busy person. I have diverse works and projects, and I have to treat them equally all the time. And I do consider about values a lot. Looking from many sides, this work cant be one of my portfolios.
I mean, I still think the collaboration for this unit, as the outcome itself, it is a win win. And I dont have any suggestion of how we could change the settings to make it even better…