Time Line and Roles

Currently our team is trying to streamline our creative process in order work most efficiently given the time we have left. We have decided to divide up our roles more clearly so we can concentrate on areas that need to be developed with more careful consideration. As I have gained the most experience using Marvelous Designer I am going to be making all of the clothing assets including the civilian clothes and the soldiers uniforms.

My team is keeping an ordered schedule of when we hope things should be created for thus far it’s been useful and has been going well, though we do understand that as we get closer to our deadline things may become more rushed and we may have to re-organise ourselves and our schedules more frequently.

I’m also gathering all the sounds we need to build the audio environment of the station, tube, trenches and battlefield. I’ve signed up with several royalty free ambient and specific sound sites in order to gather a wide database of sounds we can use. I can see that for some of the sounds we need though I will have to use foley sound and create them myself. We also have several incidents of dialogue which may need to be recorded by either ourselves of voice actors if we can get any.

Sound Checklist

War Sounds

  • Gun Shots
  • Shouting
  • Shrapnel Falling
  • Rain
  • Muddy Footsteps
  • Thunder
  • Shells (Explosions)
  • Echoes
  • Grenade

Station Sounds

  • Quiet Chatter
  • Crowd Noise
  • Tunnel Wind
  • Echoes
  • Train Brakes (Far Away)
  • Newspaper Seller
  • Busker (penny Whistle/ Violin Maybe?)
  • Tube Arrive
  • Tube Depart
  • Porter Voices/Conductors/ workers

Train Sounds

  • Passengers murmurs
  • Clunks/uneven rail sounds from inside carriage
  • Footsteps on wood/linoleum/hard plastic
  • Crinkling cloth
  • Cotton on Cotton
  • Cloth hitting wood (Sitting Sound)

PTSD Sounds

  • Heavy breathing
  • Gasping
  • Heart beat slow
  • Heart beat accelerated
  • Activities magnified (Louder sounds for quiet things; blinking, swallowing, skin on skin)
  • Broken sounds
  • Glitches sounds
  • Static
  • Tinnitus

As we want to keep our idea as accurate as possible we organised an interview with an expert at the Royal Ulster Rifle Museum. Gavin Glass whom we spoke with for a few hours, was very informative and gave us a lot of information and ideas about the type of sounds we should be putting in the scene. There was a lot of memorabilia at the museum as well as uniforms and weapons which would have been worn and used in WWI. The trip to the museum was incredibly helpful and gave us a lot of references to use and a lot of information to put to use in our VR.

It is particularly important for our team to be able to work to the same system, as we all have fairly varying schedules because of jobs and other commitments. We wanted to create a way of keeping all our assets in one place online so we wouldn’t have to worry about team members being off sick or not bringing the correct machine with them on any given day. We got ourselves a dropbox business account in order to create this online asset storage space and in order to avoid confusion we attempted to adhere to the naming conventions set up by James.

Our VR itself is being created in Unity rather than Unreal engine so I’ll have the least experience in this area in the team while Daryl would have the most, as he worked with it when creating a game intro on his placement year. I’ve been looking into it a little and watching a few tutorials but as I’m such a novice I may not take on as many roles as the other team members when it comes to working with unity.

Creating a character with realistic PTSD is going to be difficult and we want to make this as accurate as possible. We’re looking at several different methods for creating characters with PTSD and also trying to get some real input from people who have suffered with it before. We know that we won’t be able to get any interviews with people who suffered from Shell Shock during WW1 but we can use written accounts for that and also speak to other people who have fought in more recent wars and get their accounts of the experience and what their PTSD has been like.

During WWI, thousands of soldiers were treated for what was at the time referred to as “shell shock,” a condition encompassing a range of symptoms both psychological and physical.

“Shell shock has most often been located within a “genealogy of trauma,” and identified as an important marker in the gradual recognition of the psychological afflictions caused by combat.” – Source

Creating a character with this sort of experience can be difficult but, getting an accurate depiction is the best way to follow through. There have been quite a few characters in the world of fiction who are depicted with PTSD or similar symptoms, analysing some of them may also help with our own creation of a character who shows these symptoms accurately.

PTSD can play a dominant feature in several character archetypes, provided it is not shown as an overwhelming feature of their lives, and so not always the focal point, and also given a few specific triggers that you can expect to come up at irregular intervals. PTSD shouldn’t prevent a character from functioning, and if used in something longer than the short VR experience we’re creating,it shouldn’t dominate the over all themes and storylines. You could even change the emotional reaction of the character so that rage becomes the response to the panic attacks or other emotional symptoms associated with the PTSD.

Examples of fictional characters with PTSD – Source

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One thought on “Time Line and Roles

  1. Pingback: Virual Reality | Charlie. E. J. Maxwell

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