Mugi Sim’s VR interface

The current version of Mugi Sim supports both Oculus Rift and HTC Vive from the same program file. This screenshot shows the virtual reality version of the menu with “floating” canvas and buttons. VR controller models have been drawn to represent the hands.

The current work in progress menus allow you to point at the buttons with the VR controllers. Once the bounding boxes of the buttons are entered, you can use the select button or pull the trigger to move through the menus. I prefer this style to the menus where you have to walk toward and either “grab” or “punch” the buttons.

Animation Pipeline: Adobe Fuse CC (Beta) > mixamo > Unity

A quick lunch time character created in Adobe Fuse CC (Beta), animated in mixamo with three separate anims (backward, idle and forward), and then brought into Unity and animated using a 2D blend tree.

You can see a video of the overall effect on YouTube. The pipeline for creating these animations seems ideally matched and Unity’s ability to compute positions of motion-animations in the 2D blend tree means that velocities are set perfectly.

TV Aerial Simulator

“left a bit. Hold it there. No, do what you did before….” @benki

TV Aerial Simulator was created for GGJ19 for the theme What Home Means to You? by Gavin Wood and John Rooksby. TV Aerial Simulator recreates our fond memories from the 70s of aligning TV aerials to find a better signal.

View inside VR and the “outdoors” aerial

The game is played in VR and needs two or more people to play. One person wears the VR headset and sees an “authentic” 1970s living room and the TV. The other player is the one who would be on a roof. They must move the aerial around to the instructions from the person watching TV to get a better picture. For an authentic experience the person with the aerial should rely just on verbal instructions from the viewer rather than by looking at a screen.

The game was inspired by previous GGJ games including Sacred Harvest and Keep Talking and Nobody Explodes. Read more about it on the GGJ19 website or fork the game on GitHub.

Imaginary Skip Rope

Imaginary Skip Rope was created for GGJ15 for the theme What Do We Do Now? by Gavin Wood and John Shearer at Lincoln University.

This is game of Skip Rope is played with up to four PlayStation Move controllers. Two people spin the rope using the controllers lit red, while players in the middle (with white controllers) try to jump over the imagined rope. The rope is simulated on the computer and really exists in digital space.

We think this is interesting because unlike traditional Skip Rope our game is a little more forgiving, you don’t have to jump high unless want to, and best of all, you use your imagination.

As players on both ends of the rope – we become an important part of the game engine. What do we do now? Do we play nice or do we go fast? Read more about our game on the GGJ15 website.