🏁 Introduction

Client

Museumfabriek

Source: https://www.demuseumfabriek.nl/content/2365/nl/over-de-museumfabriek

Project

"Enschede Weaving Factory: A Historic VR Experience". The goal is to create a highly immersive VR Experience that will show off what it was like to be in a weaving factory in Enschede, back in 1930.

We have to use Unreal Engine 5 for this. The project was meant to only be for Artists and Designers, not Engineers.

Source: https://www.saxionxrlab.com/imts/

Role

I am an Engineer. This means that there wasn't exactly something planned in beforehand that I could work on. So I had to take it upon myself to think up things to do. As I am interested in potentially becoming an Infrastructure Engineer / Build Engineer in the future, I wanted to use this project as an opportunity to dive really deep into that, by setting up all kinds of infrastructure and automations for my teammates. Of course, I still helped with actual coding here and there. But seeing as there wasn't supposed to be an engineer at all in this project, that wasn't necessary very often.

Team

These are my teammates, their roles, specialities, and portfolios:

Name Team Role Specialties Portfolio
Carolina Bertoncello Machado Team Lead, Designer Narrative Design, Level Design, Documentation https://carolina-bertoncello-machado---game-des.webflow.io/
Chris Peters Artist 3D Assets, Procedural Art, Unreal Engine https://www.artstation.com/chrispeters99
Faried Elawady Team Lead, Artist Technical art, Asset creation, Project overview https://www.artstation.com/premadness
Jelle Boelen Engineer Code, Tooling & Infrastructure https://technicjelle.com/
Julia Calis Designer Research, Storyboarding https://juliacalis.wixsite.com/home
Nataliia Sviridenko Team Lead, Designer Research & Narrative Design, Sound Design, Documentation https://nataliia-sviridenko.webflow.io/
Senne Oogink Artist Character Art, Rigging, Animation https://www.artstation.com/senneoogink1
Sorana Verzes Artist https://soranaverzes.artstation.com/
Stephanie Extercatte Artist Unreal Engine, general 3D art https://www.artstation.com/temaeya
Wouter Meermans Designer Sound Design, Coding, UI/UX https://wmeermans.netlify.app/

And here is a link to the shared team devlog, which we all worked on together: https://weavingfactory.notion.site/Team-Devlog-95e4e75c1b844af3b7cf4ee665f2f8f8 I contributed this part: https://weavingfactory.notion.site/Team-Devlog-Contribution-17f1a54fd67a8054926fd5dc40a2ed5b (Later, I adapted what I wrote there to two posts for my professional blog (which is part of my portfolio).)

Research Method

I used the Design Thinking model to prioritise and keep track of my goals. This made documentation much more difficult, because, instead of doing design thinking, I am more used to just doing what is necessary. However, I tried my hardest to stick to the different phases, and to not do things out of order too much. This wasted a lot of time. For future projects, I would like to look into different research methods that get in the way less, and that just allow me to get on with the job.

The actual research itself happened mostly through talking to other people (IRL and online), previous experience from my internship (which was an XR company) and Google searches. However, I also tested the workflows I made for my teammates with them in person. And of course due to Jenkins and GitHub Actions, a LOT of the testing went automatically, as well.

📝 Concept Phase

Learning Goals

I started by writing down my learning goals for this project. I based them on what the assignment needed, and what I had been wanting to learn anyway. This helped keep me motivated throughout the project, because it was both something I wanted, and something that would benefit the project.