Inspiration

My time working in 3D Animation/Mocap, Game Development, and as a SWE inspired me to combine insights gained across these disciplines.

What it does

A. Takes in random user input and improvises quest problems and solutions + adds in some branching. B. Puppeteers the generation of facial animations with 3D Models, which animators are already familiar with manipulating.

How we built it

Using a combination of blender, open source tools, and our own technical artistry and scripting.

Challenges we ran into

Time constraints (Time to Render animations when pipeline is finished only a few hours before deadline), choosing the right tools (Running into issues exporting from Blender to Unity), new issues which popped up regarding quality. (Blinking doesn't work well, for example)

Accomplishments that we're proud of

Finishing the pipeline and generating an animation + creating an entertaining video that shows off the improvised questlines!

What we learned

Try things the right way until it's impossible. Once it's impossible try things a new way. Make creative compromises when time is constrained. Optimization and perfection are for companies.

What's next for Questimator

Optimization and perfection?

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