conclusion

virtual worlds

overview

summary


intro


testing and feedback

welcome!

plan for the day

-> presentation

-> course recap

-> work session

show & tell

6 minutes total per group (1min intro, 4min video, 1min outro)

later time zones go first

shared screen video

at least an itch.io link, title, short description

submission

next wednesday is the final version

  • itch.io link
  • unity project (share over collab - pierre.depaz@gmail.com or .zip file)
  • README.md file with:
    • summary
    • reflections
    • next steps

presentations


thesis (and vr guides)


course eval


online part

course evaluations - 10min

recap

thoughts on the class?

-> balance technical/theoretical?

  • videos for unity are good, and lectures live.
  • Unity scripting API is a bit complicated / basics of C# need to be provided
  • More debugging practices
  • Add to wiki -> don't use chinese characters for Collab + size of 3D models
  • Help on how to fix materials and textures
  • Highlight the folder structure and asset use (click on an Asset > Find References in Scene...)

-> things we didn't cover? too much? not enough?

  • Mention layers + lighting (more systematic planning, designing the light plan)
  • Optimization (Window > General > Profiler)
  • More game design (choices, level design, resource management)

-> interesting parts?

  • short break out sessions for brainstorm
  • guest speaker

-> less

  • character controller might be too much as the first video
  • assignment load too much on the first days (readings + prelude + homework) - readings as pre-work / related to the final project

section 2

  • homework is kinda tough (everything on same platform)

  • better as a spring term?

  • collaboration was good

  • workload

  • storytelling was good

  • homework/prelude should be together

  • lecture

  • still too much time spent reviewing the hw

  • set up the github discussions better/let students ask questions -> lean in discord/ faq on discussions

outcomes

things you take away from the semester?

building worlds with computers can lower the barriers to having a prototype of a future world?

tools for imagination, conceptualization and/or research?

stories are a way to modify the world, as well as a way to entrench it.

(both in the what and the how)


work session


work session

hang out to work / break out rooms to solve problems