10 Oct, 25

Production has progressed to the virtual location scouting phase thanks to Connor's contributions to the DetailedBlockout level! I have prepared my laptop for usage with the virtual camera plugins using a network allowing for LAN and Bluetooth connections. It remains to be seen whether or not a mobile 3080Ti has enough power to smoothly run Unreal for VR, but since the blockout is extremely lightweight, I have high hopes.

A major hurdle that has seemingly been overcome was the Perforce version control system. After some time of the team using it, we have yet to come accross any critical failures due to Perforce. The documentation has been immensely helpful, especially the "master doc" with quick links to the rest of the documentation.

On the topic of organisation, the recent epiphany that Slack channels can be separated into groups has been incredibly helpful. While I wholly believe that Matrix and Discord are much more efficient for fast collaboration, this has brought Slack to the level where it feels not quite there, but almost as intuitive as the competition.

The most difficult portion of the project has been the lack of a direct communication method with the Production Design team. Violetta has been helpful in bridging the communications firewall between our two groups, and some select members of the team have been active have been active in our slack recently, which I appreciate immensely. Still, it would have been beneficial to set up more efficient inter-communications earlier in the quarter, as it took more time than it needed to to establish critical details about what's real, what's virtual, and what's being decided by which team.

Once virtual location scouting is in a good spot, I'll be continuing to work on models and textures off the asset list created by Robin and Danci. I will also be reformatting the blog portion of my website. There is a notable difference between minimalist and whatever this is.