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Alas, our last project of the semester and our last final!

Gabe and I produced a short sequence in Unity featuring a pool in a room with funky lighting, palm trees, and a view of the water outside. Our friend, the astronaut, walks around the pool and dives in, and an energetic soundtrack plays in the background.

Our concept comes from two places: one, "there are a lot of different file types, but .wavs are the best;" and two, we long to spend time somewhere warm, diving into cool waters.

When Gabe suggested working with waves, I immediately jumped at the idea. One of my favorite things in the entire world is the reflections in water, and I was excited to create waves, water, and reflections in Unity. Alas, after several failed tutorials, I got disgruntled and discourage and then I realized that I was in the wrong model space (3D instead of URP). I found an asset instead.

It took a long time to realize that we could only produce the waves in URP, which was not what we were working on in class, and for some reason the skills and assets we were using in the 3D space were not translating properly in URP.

Overall, working in Unity was a struggle. Partially because I was sick when we were introduced to the software, partially because the organizing logic makes no sense to me, partially because we had a class over Zoom. Overall, it also felt like there was a steep learning curve to this software.

We ran into animation problems that our friends with Unity skills couldn't quite figure out, we ran into Console errors that we didn't understand, and basically everything that could have gone wrong did... But we forged through and really tried to make the best of what we were able to do.

However, I did discover that I could model objects in Rhino (my fave 3D modeling software) and import them into Unity. The seas parted and allowed me through. I made a very cute flower-blob shaped pool for our Cornell Box room, which we are presenting at the corner of the room. It was really important to me that our Cornell Box be really abstract, and I liked how showing the corner of the room could imply space, depth, and the idea of a Cornell Box.

We animated and applied sounds to accompany our character

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