Week 11: Demo Testing and Clock Experience pt. 1

This week, our development work has entered a more systematic and testable phase. After last week’s Playtest Day, we organized an additional round of user testing due to the need for additional feedback data, and based on all test feedback, we optimized and integrated the existing content accordingly. Based on these improvements, we have successfully produced the first build version available for continuous testing.


In terms of visual representation, we have officially implemented the physical lighting system into the existing room based on the previously developed lighting design plan, and carefully matched the lighting effects of related art resources. For example, for the virtual wall used for occlusion in front of the frame, we have specially adjusted its lighting performance to visually match the actual room.


At the same time, we have officially launched the development of Clock Room and conducted a series of technological explorations around its core experience. One of the key issues is how to realistically “project” virtual lighting effects onto the desktop in the real world. We have tried two different technical paths to address this issue. The first method is to create a camera synchronized with the direction of the virtual light source to read the shadow map and use it as a mask to make non-shadow areas transparent, achieving a visual effect similar to projection. This method is technically feasible and can achieve real-time updates, but there are still certain limitations in accuracy and stability. The second method is based on the built-in technology provided by Meta, which recognizes and projects virtual objects at the system level. This approach also supports real-time rendering, but has shown higher stability and a more natural visual fusion effect in testing. After comparing the options, we chose the second method for the current version, which solves the issue of virtual content not being naturally projected onto the real desktop.


In terms of interactive props, the core object of Clock Room – an adjustable clock device – has also made significant progress this week. It has gradually been assembled and is expected to be put into use next week.


Next week, we will present the existing content to Jesse Schell and listen to his opinions in preparation for the upcoming Soft Openning.