Explorable Testing in Unity

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After a couple of tweaks here and there to the Maya layout for our explorable section of the experience, I exported it and brought it into Unity.

I set up a player so that we could walk around the space and see how it felt to be a part of it. I wanted to see how the distance between the galleries felt from the user’s perspective. From my previous research into games development and Oculus experience design, I created this space aiming to give the player enough information to keep it interesting, without too much distance between pieces to keep the experience length short. I found that the player was going a little slow, even for the Oculus, and by increasing the acceleration of the player from what we previously had aided a smoother transition between pieces.


Creating walkable spaces has been an integral part of our piece’s development as it allows us to get a feel for the space before it’s complete. The next stage will be adding lights, images and typography to fill the space – from there we will repeat the walk through process and build it up until we feel like the experience feels as impactful as we are aiming for.


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