Lucid
game design







For our motion project, my team and I built Lucid, a limited-range open world game that explores the lucid dream of a skeleton. We incorporated LiDAR scanners and C# programming to animate our subjects into the world to emphasize the sense of control one has during a lucid dream.

The game was built using Unity’s first person engines and animated character rigs in Blender.  

Our game was later utilized and tested in VR headsets to test 3D foveating rendering [testing in progress].

View our project in the online exhibition here

Team: Yash N., Beau A., Marie G., Ansh S., Alondra V.
            



The game’s landscape was a combination of custom terrain sculpting in Unity and LiDAR scans of familiar objects such as cans of soda, scooters, fire hydrants and more.    



We used scale to create an imbalance with the skeleton and objects, creating an uneasy environment to venture through.
 





Using Polycam, we constructed 3D models of objects and people. Subsequently they were cleaned up in Blender and rigged using Maximo and Unity to bring the stationary scans to life.