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Our project is related to music, video game technology and virtual reality because the game will allow the player to play percussion in virtual reality.

We have created a virtual reality game that allows the player to play different percussion instruments either accompanied by a variety of custom and existing music or not. People can produce music the way they want, without limit.

To use our game, we must start the game with Unreal engine, version 4.15.1, and then launched the game with virtual reality.

The purpose of our game is to play different percussion instruments without having to spend a lot of money to purchase them. This game, when refined, could be used in school environments to teach percussion to students or in a professional setting to allow for the writing of music and for playing music, for example.

Step 1: Tools, Material and Files

Step 1: Tools, Material and Files

Tools needed for the game production:

-Computer

-VR HTC Vive headset and controlers

Files produced with software and then used in the game creation

3D meshes:

-cowbell.fbx

-cymbal.fbx

-tumpani.fbx

-triangle 2.fbx

-stick.fbx

Musescore music:

-test-1.mscz

-test-2.mscz

-test-3.mscz

Content taken from the internet

-We Are Number One But With The Sherlock Holmes Theme But In Musescore:

https://musescore.com/user/7679561/scores/3664216

-Basic Unreal Engine Assets

-Infinity Blade: Grass Lands assets available from the unreal marketplace:

https://www.unrealengine.com/marketplace/infinity-...

-Various instrument sound files from the Musescore software

We were inspired by the games Band Hero and Guitar Hero and of our past as musicians in the music concentration of the Saint-Anne college.

List of software used:

-Unreal Engine version 4.15.1

-MuseScore 2.0

-Blender

Step 2: The Music

To create the partition in the software MuseScore 2, we went to the top right in File, and selected New. After completing the information according to our preferences, we selected the armor of the partition and the number of flats or sharps. Finally, the information corresponding to the body of the partition, the number of measurements and the indicator number of the partition was selected. We then selected different types of notes and silences to put them in the score to create our own original pieces of music to be used in the background of our game.

Step 3: Creating the Base Level

The first step of the game creation process was to create a basic level in Unreal engine 4. We started off by creating a new virtual reality project for desktop/console at maximum quality and with starter content. We then loaded the Motion Controller Map from the Virtual Reality BP content folder and deleted the boxes and walls so we could have a clean slate to work with.

Step 4: Creating the Environment

Once we had a clean slate, we started to use assets to create an environment for our game. We textured the ground with a water plain from the Infinity Blade: Grass Lands asset pack. We then used a ruins asset to create an elevated platform in the middle of the water that would be the main player area. Finally we added some cliff sides and mountain assets, also from the Infinity Blade: Grass Lands asset pack, to hide the end of the water plain and make the environment feel more realistic.

Step 5: Placing the Instruments and Adding World Physics and Mechanics

With the environment made, we added the instruments and overall physics to the game. The instrument meshes, all custom made in Blender, were places on the ruin platform. The cowbell, triangle and cymbals as well as a stick were placed on a table prop from the starter content pack. Next to the table, we placed four timpani with a stick on top of one of them. We added collisions, gravity and physics to all of the instruments. We added a blueprint to all of the meshes except the timpani to make them grab-able and movable by the player. We then tried to add a blueprint to the timpani to enable them to play a sound when another object collides with them, say a stick, but we could not get it to work. We also adjusted the teleportation area for the player and added a starting point.

Step 6: Conclusion

During the process of making our game, we encountered multiple problems. We often had corrupted files or parts of the game that didn't save correctly and had to restart the assembly of the game world around 3 times. We had some minor problems with the 3D instrument models and the music, but fixed them quickly. It was hard to find a suitable environment at first. We originally planed on editing a library environment that w had found online, but when we tested it with the Vive, the player controls didn't work. After finally deciding to create our own environment, we once again encountered some problems with the VR hands in the game not responding to the players controllers. We eventually fixed the issue, only to find that objects would stay frozen in the air when let go of and that most collisions and the sound on collision didn't work at all.

The game is still a work in progress and we will continue to fix it's problems and expand upon it. Our next priority is to fix all the collision and physics problems and to add the background music as well as a way to freely change to switch between different background tracks.

<p>That looks fun :)</p>

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