PLASMAworlds BlastBox Prototype - Week 5

Week 5 in the world of PLASMA: BlastBox has been exactly that, a journey into the world of PLASMA: BlastBox.

At the end of last week we did some plant growth tests on a diorama assembled in unreal, see below

Then we created some paintovers for the possible tree texture

Earlier in the week we made a progressively immersive alien environment using the prototype plants, colours and terrain creation. Things were really starting to look organic, foreign, and full of life but the only issue was performance, things really started to give headaches and working none seamlessly, though it looked pretty cool in VR it just wasnt working.

Here is an example of the original level test.

On the later end of this week rebuilt the level, shrinking down the scale of the original version. The conclusion is, we experienced great success in frame rate and performance but we lost that feeling of vastness and depth. Things became claustrophobic like as if it was all just existing right in front of our face, instead of through vastness, it lacked depth. Check out the video below.

Here is an example of level test 2. 

Now We have 2 points of level build testing, we are taking the level tests accomplished this week and now we creating a more optimal in design and immersion experience that should be the answer to what we are striving to accomplish, an alien world that is beautiful and mysterious- from the base level design up.

below are some sculpture test I did for the hero plants that will be implemented into the level.

Things are coming along, now we need some interaction design aka we need to be able to see some aliens running around and then blast stuff at them. Wish me luck 😃 - AnwarBey

 



 

Anwar Bey-Taylor