Inspiration : the team has got prior experience working with mobile based AR experience and looking at how popular geospatial experiences have become at concert events like Tomorrowland and Coachella, it made excited us to finally dip our toes into creating one of our own with this contest.
Our project reimagines the traditional holiday park visit by seamlessly blending technology with the spirit of the season, creating a Christmas wonderland for all.
Through simply scanning a QR code at the park entrance, visitors enter a world of twinkling lights, dancing gingerbread figurines, and snow-covered landscapes. Guided pathways lead attendees to discover a virtual Ray Charles performing on the Piano. They will explore and enjoy the festive atmosphere with life-sized Christmas displays and charming décor at every entry point.
Experiences that we cover: Heartwarming holiday messages - Visitors experience a snowy garden covered with Christmas delights, where tapping on special fortune cookies reveals a message.
Animated installations - Users encounter a life-sized spinning carousel that illuminates the wintery landscape. They also interact with a life sized animated snowmen that wave as they move closer to them .
Music Performance - Near the fountain, visitors can pick one from a list of Ray Charles' iconic songs, bringing the musical legend to life, as he sits playing beside a festive Christmas tree.
Walk down memory lane - Explore Ray Charles' legacy placed around the carousel, we call it the, 'Memory Lane.' Users get to know intriguing and fun facts, discovering a story behind each image and connecting with the history of a musical icon.
How we built it :
To create 3D models We have used Autodesk Maya, and Blender for the composition. We created low poly assets to keep the scene optimised since it is Web AR. The textures for the 3d models are made with Adobe Substance Painter. We exported all of the assets as (.gILTF and .glb) from Substance Painter. The scene was entirely composed on Adobe Aero using all of the 3d assets. We used the behaviours and the interactions that were provided by Adobe Aero.
Challenges we ran into :
Since we were using Adobe Aero there are some limitations with the interactive experience. For example, we cannot create a fully intractable game with Adobe Aero but this is possible with Unity. Since it is a web-based AR experience the assets have to be optimised in a way without losing the mesh and texture quality of it. There are a couple of assets that have baked animation that has to be loaded faster on the web to avoid the lag in terms of a good experience. So we made it in a way that looks good with the animation and proper textures. The Adobe Aero had some bugs that led to a broken link which will not be updated again.
What we learned :
We had a great experience using Adobe Aero and This experience gave us more insights into technical needs and limitations. Now, we know the technical dependencies that are needed to create a responsive web-based AR experience.
Built With
- adobe-aero
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