From the beginning we’ve approached Labs Sprint as an evolving process. In its fourth month now, we took a new route by uncovering the uses of the Unity game engine and Cinema 4D in 2.5 hours. Instead of jumping into a minimally viable product, we took last Friday to experiment and learn of the possibilities.
The modernity of tools in the gaming industry allows us to pull 3D assets and sync them up using Unity. And the application has become a powerful engine, giving developers access to core functions so that they may tune interactive experiences and functionalities.
Members of our team broke up into two and tackled two separate games. Experimenting with the basics of Unity, our developers learned the potential of the gaming engine’s functionalities by building an action-platform game centered around outer space. The other team tweaked the settings of a racing game, adding physics and 3D models, to create a race car that would run on a modeled track. The built-in modules allowed for quick creation of complex and varied assets including terrains, skyboxes and particle systems.
Whereas the 3D animation software Maya is a potent and heavy application, Cinema 4D reigns in its simplicity and speed. With it, even our non-designers were able to efficiently build complex models given Cinema 4D’s initial set parameters. But our purpose was to delve into the new interactive possibilities using the 3D asset creator.
We experimented with simple ways to create rigging systems where the 3D design of an ice cream bar was given a structure, similar to bones, so that it could move reactively during animation. Our own Motion Designer took his time to look into customizing Cinema 4D’s shaders and cloners to create the effect of a translucent glass sphere. Taking the application to interactive possibilities, our Creative Director experimented with using wave forms to influence animation, where the animation moved to the beat of a soundtrack.