Teslarian

Startup production 3D graphics and VR...

Recommended Posts

Hi everone - I need some help. What kind of qualification do I have to include into a JD in the following scenario:

So far we are developing WBTs for our LMS and have 8 own authors (content). We produce training modules for our corporate network with a strong emphasis on product or product near trainings. This means for the content: the more graphical the better. For computer artwork we mainly use freelancers until today.

We are now severly expamning and also I am looking into start experimenting with VR. We already purchased two HTC Vive sets and are quite happy with the systems.

The next step now is to start producing graphical content which we can potentially use in BOTH environments in the future. In my understanding so far this means we have to go 3D artwork and create 3D models of any product etc. that we are using on display. This should then be usable on both environments in perspective if I get it right (sorry - I am a project manager, not an IT guy).

Which are the skills I should/have to put into a JD when I start looking for employees that are capable of creating such 3D objects? I need at least 2 people to start with.

Same direction is my next problem. Now I think about using Lumberyard to start creating virtual rooms to go through (potentially build a virtual training center where you can walk thorugh - similar to "the Lab" when you start HTV Vive. In perspective I also might want to start creating "mini-games" with learning background for our group for this VR environment. Also here I think about hiring at least two people to start working on this idea. What would the JD requirements be for that? People that are capable of creating these environents to move around in and also with regard to start producing "mini-games" in there.

It would be extremely helpful to get some input from your (experienced) side and I am MORE than happy for any helpful comment or hint.

Thank you in advance guys!!!

 

PS: since some people asked - we are a german group but my team is located in India. We are now moving to Pune in November and this is where the project will start...

 

Share this post


Link to post
Share on other sites

Moving to Production and Management area of the site, since hiring people and writing job descriptions is not a "for beginners" technical topic.

It seems you are making decisions about technical requirements and technical implementations before you know if those decisions are even sane.  You even wrote that in your post: "if I get it right (sorry - I am a project manager, not an IT guy)".  You've made decisions like using Lumberyard or targeting Vive specifically without any technical knowledge from the people who work with that style of systems every day. Don't do that, you aren't the domain expert, don't force your inexperienced views down onto the experts and implementers who know better.

 

It is too early for you to hire the people to create the environment or program the system.  You instead need someone to manage the project who knows what they are doing at managing those types of projects.  They know the tasks involved, they understand what is required to build the projects, and they know what belongs in a job description for the people with the needed skills.  

Your first task is to hire someone who has real-world experience managing and directing projects like yours.  They can hire the workers needed, including writing job descriptions and job advertisements.  That job description should include something like: "Demonstrated experience forming and leading a team of 5-10 developers on VR projects."

Share this post


Link to post
Share on other sites

Thx for the advise... this is exactly the response I need! And that is why I posted it... And btw: the decision for HTC and Lumberyard was not made by "me" but foreced upon me - but this topic does not belong here.

Hiring/looking for a game experienced project manager sounds pretty logic as the first step - understood! Thx...

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Announcements

  • Forum Statistics

    • Total Topics
      628362
    • Total Posts
      2982266
  • Similar Content

    • By Nikola Tesla

                               I created this model in Maya and have been practicing on the side while studying for school. This may not be the best picture to show faces or line flow and the resolution does not help things either. Still, I would love some opinions on where I can improve on my 3D modeling. Also, this is just a skin model and I spent no time texturing the model or accounting for clothing. Thank you in advance for any feedback.
    • By CedarThokme
      I wanted to start by sharing some amazing video Making Of, medical environments visual effects
      using 3dsMax and thinkingParticles as can be seen here: cebas vimeopro   
       
      Please let me know 1) is 3dsMax environment compatible with the main game engines : Unreal and Unity? 
      2) Anyone with games that uses medical molecular environments? 
      If you wish to get to know the story, see here: Random42 Feature Exclusive Story
      Also, follow at facebook.com/ScientificVisuals for upcoming tutorial on how to make a blood repair / clotting visual effects
      by Callum Welsh. 
       
       
       
    • By G-Dot
      Hello everybody! I've got a little problem. I need to create jetpack action. The main target is when I will press some button on my keybord my character will fly in the sky and stay here for some time then he will remove to the ground. I'm working with Unreal Engine 4 with blueprints.
    • By OpaqueEncounter
      I have a very simple vertex/pixel shader for rendering a bunch of instances with a very simple lighting model.
      When testing, I noticed that the instances were becoming dimmer as the world transform scaling was increasing. I determined that this was due to the fact that the the value of float3 normal = mul(input.Normal, WorldInverseTranspose); was shrinking with the increased scaling of the world transform, but the unit portion of it appeared to be correct. To address this, I had to add normal = normalize(normal);. 
      I do not, for the life of me, understand why. The WorldInverseTranspose contains all of the components of the world transform (SetValueTranspose(Matrix.Invert(world * modelTransforms[mesh.ParentBone.Index]))) and the calculation appears to be correct as is.
      Why is the value requiring normalization? under);
      );
      float4 CalculatePositionInWorldViewProjection(float4 position, matrix world, matrix view, matrix projection) { float4 worldPosition = mul(position, world); float4 viewPosition = mul(worldPosition, view); return mul(viewPosition, projection); } VertexShaderOutput VS(VertexShaderInput input) { VertexShaderOutput output; matrix instanceWorldTransform = mul(World, transpose(input.InstanceTransform)); output.Position = CalculatePositionInWorldViewProjection(input.Position, instanceWorldTransform, View, Projection); float3 normal = mul(input.Normal, WorldInverseTranspose); normal = normalize(normal); float lightIntensity = -dot(normal, DiffuseLightDirection); output.Color = float4(saturate(DiffuseColor * DiffuseIntensity).xyz * lightIntensity, 1.0f); output.TextureCoordinate = SpriteSheetBoundsToTextureCoordinate(input.TextureCoordinate, input.SpriteSheetBounds); return output; } float4 PS(VertexShaderOutput input) : SV_Target { return Texture.Sample(Sampler, input.TextureCoordinate) * input.Color; }  
    • By pristondev
      Hey, Im using directx allocate hierarchy from dx9 to use a skinned mesh system.
      one mesh will be only the skeleton with all animations others meshes will be armor, head etc, already skinned with skeleton above. No animation, idle position with skin, thats all I want to use the animation from skeleton to other meshes, so this way I can customize character with different head, armor etc. What I was thinking its copy bone matrices from skeleton mesh to others meshes, but Im a bit confused yet what way I can do this.
       
      Thanks.
  • Popular Now