My Role:
Project Manager, Designer and Developer
Timeline: 4 weeks sprint
Summary:
my involvement with this project began with creating the map that user will utilize to teleport across areas after they progress through the story. We originally were going to use a 3D asset of the forum at an aerial view for user to teleport but after checking in with the art history stakeholders, the asset didn't work out so we had to resort to a plan b; a panel with an image and buttons serving as anchors to teleport.
For this being the intro scene as well as the intermission between main scenes, I used a (AI-generated) 360 image as the background image instead of having a black scene or a basic unity skybox...it just looked better.
The idea is that at first, only one teleport able item will appear which is where users can go first, after that scene is done, they come back to this middle scene and now another area is unlocked, and so on.
The First Scene I created

Map that player uses to teleport back and forth across scenes. When they hover on each object (UI Button with changed sprite) the item glows and gets a little bigger, to indicate its interactiveness

Map that player uses to teleport back and forth across scenes. When they hover on each object (UI Button with changed sprite) the item glows and gets a little bigger, to indicate its interactiveness

Intro Scene (with Teleport Map) Demo Video
The other scene I created:
The last scene, with the arch of Constantine and the Colosseum in the background. This is the scene where the dog finally finds its owner. and after this scene, the user has the ability to teleport freely to any of the previous scenes, since this is the ending.
I had to find the Colisseum prefab online, since it was not included in any of the assets. I also did secondary research to get an idea of where to place it  in relationship to the arch of Constantine to make this digital twin as closely to the real world location as possible. It also helped me that I was in Rome in early January and walked through all of these places, and I remembered somewhat.

Aerial view of the scene featuring the arch of Constantine and the colosseum.

Aerial view of the scene featuring the arch of Constantine and the colosseum

Aerial view of the scene featuring the arch of Constantine and the colosseum

As you can see in the images above, experimented with a sunset skybox (that looked good) but the rest of the team did not like, so we had to switch to a normal skybox (below)
Scripts
DialogControl.cs
For the dialog of each character. I utilized a struct (that could also be turned into an array, etc. This is more scalable than just using a bunch of "string" and "text" variables. My thought process was: the same functions should work whether there are 3 lines of dialog or 100. 
The same script (DialogControl.s) handles the toggling (on/off) of each text panel. By using the UI assets that Nidhi created, each character or object that can be interacted with will have an arrow pointing at them that is a UI button that the player hovers and clicks on, which then hides that arrow button (momentarily) and shows the panel with the text and "next" button arrow, etc.
Arch of Constantine (Last Scene) Demo Video
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