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View from outside (spawn point) when players come into the world.
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First floor of the lounge where players can start interacting with the environment and take selfies to share in Horizon..
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First floor of the lounge showing stairs leading to the main area and dance floor. There is a surprise when taking a selfie!
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Main lounge area, view from the front when player comes to the second floor.
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Main lounge area, side view of the main lounge and dance floor. You can access the VIP area from this floor.
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VIP area. A quieter environment for a small group of friends to relax and feel more private. It has a night view of the city.
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View from the VIP area!
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Our world Thumbnail. Used for sharing our world link and other marketing purposes.
Inspiration
The inspiration for Skull Lounge was to transport people to a unique oasis, blending a cozy, distinctive cave-like structure with meticulously curated décor. This lounge space offers an unparalleled ambiance that will leave a lasting impression on all who enter. This is an example of my inspiration. Skull Lounge
What it does
The Skull Lounge is a gateway to a virtual world that feels both familiar and extraordinary. Players will step inside and explore this captivating, one-of-a-kind, underground cave and leave the stresses of daily life behind as they lose themselves in a truly unique social experience. Whether they are looking to connect with new people, find inspiration, or simply unwind, the Skull Lounge is their ticket to a virtual oasis that delivers an escape and will leave them craving for more!
How we built it
We came up with the theme, discussed the high-level design concepts and what we would like the final outcome to be, and started the design process. During the design process we prioritized the work as the world was going to be placed "underground" and included 3 levels. For phase one, careful consideration had to be made as to the main level when a player enters the world. We played around with basic shapes and objects to have a better idea of where to start. For phase two, we worked on the full skeleton of the project level by level until we were satisfied as to the proportions and overall look and feeling of it. Phase three consisted of gathering assets to include in the building structure and to use as decorations. All the carpets and wall art was designed, created and imported into the world to create the unique effect we were looking for. Phase four was about including gizmos, lights, movement, interaction elements, skybox, etc. Phase five was adding sound, background music, and scripts (return, spawn, movements, etc.) And phase six was a quality control phase where we checked for bugs and other building defects that needed fixing. As per example of tools we used for the project, we used Meta Ai, img.Upscaler, Blender, cloudconvert.
Challenges we ran into
Because very limited assets were provided to us in the MHCP to create this world in Trimesh, we had to rely on researching and learning new ways to create and import elements that we had in mind and were the right fit to our world. We used external sources such as Meta Ai, img.Upscaler, file converter software etc. Ai and Blender were a whole new challenge for us and we had a huge learning curve as it involved a lot of time and effort to learn and produce quality elements. Another challenge were some glitches we experienced during building. Some sounds and music were not working and the ones working are still not responding correctly to written scripts (music can be heard outside of the trigger placed). We checked with the community and others building in Trimesh seem to have a similar issue. There were also several times when we were constantly kicked out of build mode due to low memory issues.
Accomplishments that we're proud of
Our most proud accomplishment was becoming "players" and seeing the final project realizing we were able to put together a world better than we had imagined using tools we have never used before! And….learning Blender! Blender opened a new door of opportunities and possibilities for us. We have created amazing assets that wouldn't have been possible otherwise. Not only we created an array of assets we can use for future worlds but we created very unique elements that do not exist in any other world.
What we learned
In an age characterized by rapid technological advancements, the tools at our disposal constantly evolve, opening new avenues for creativity and exploration. We learned that we shouldn't be afraid of trying new things and persevere when we first fail at something. Working in collaboration with others continues to attest to our motto that two brains thinking together can achieve amazing results.
What's next for Skull Lounge
Next, importing our own music to use as a background for the dancing floor is a priority. We will have the opportunity to bring more suitable music to the environment we are trying to create. Exploring with more intricate scripts that will enable game-like activities such as, "Name that Drink", is also in the plan as we dive into a more engaging and interactive experience for everyone.
Built With
- blender
- cloudconvert.com
- img.upscaler
- meta-ai


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