I was just recently playing this level and wondering if the modeling was done in gravity sketch! Hands down the best low poly art I’ve ever seen! Absolutely beautiful. One of the best games on the quest in my opinion. Thanks for the video!
First, the Walkabout Minigolf is a game I like enormously. It's my favorite private hideout where I can turn off the world and just relax while trying to improve myself. And thank you for this video. I am currently looking for clues on how to leverage the Gravity Sketch for game level design in VR. And I just saw that it is possible with all the advantages I value on VR: the scale, the sense of the space I create, the direct feedback and the speed of editing of all the little details which normally takes ages. Thanks for the details about texture atlas, asset library and 3rd party tools.
I've playing this game since the first day that came out, I've purchased all dic levels and always wondered if some similar tool as gravity sketch was used and just found out this video by pure luck. I'm really grateful for it as it's very inspirational, congratulations for the amazing work you've done!
This is just fantastic, thanks so much for sharing it! I'll be making sure to get all your DLC courses to keep up with what great stuff you're creating :)
Thanks for the inside into your workflow. Love the game, and I was pleased to see, that you use GS and Synty like I do. Did you import all the models from the synty library one by one, or is there a way to do this in one step?
This is really very cool and I'm loving how open Mighty Coconut are with the community; great to see! So is there any chance of people creating their own levels in the future do you feel? (I suspect not due to the optimization side of things)
Sorry for another comment, I have been studying gravity sketch ever since and did a lot of tests based on your videos. Pls one question, do you have a tutorial on how you prepare the kits? What are the best practices etc.? Also, is there a way to reimport a model? So that for example I have a tree, place it around a map and than I can reimport the model and the tree gets updated in the entire level? Thank you!!!
This was SO SO SO helpful. Thanks for giving some insight into your level design process and tooling. The Walkabout levels are AMAZING. I'm curious about the optimizations you do in Blender and Maya. Are you just removing redundant and overlapping geometry? Or something else?
Yeah getting rid of faces that are hidden and poly reduction where possible. There's a hundred little things you have to do to optimize for Quest though that have more to do with how GPUs function under the hood. That's more of a book than a comment though. :)
Yeah we've mixed and matched several Synty packs, particularly for those original courses since it was largely a solo project. Now with the newer courses we're building more from scratch.
I hope you have figured this out by now but based on your usage of same.... the banana tool is for teleporting around... at scale... the banana is for scale...
So this is way over my head. Are you fully building new levels in VR with this software? How many people are working on Walkabout currently? Super cool to see behind the scenes as we all eagerly await new content.
I was just recently playing this level and wondering if the modeling was done in gravity sketch!
Hands down the best low poly art I’ve ever seen! Absolutely beautiful. One of the best games on the quest in my opinion.
Thanks for the video!
First, the Walkabout Minigolf is a game I like enormously. It's my favorite private hideout where I can turn off the world and just relax while trying to improve myself. And thank you for this video. I am currently looking for clues on how to leverage the Gravity Sketch for game level design in VR. And I just saw that it is possible with all the advantages I value on VR: the scale, the sense of the space I create, the direct feedback and the speed of editing of all the little details which normally takes ages. Thanks for the details about texture atlas, asset library and 3rd party tools.
I've playing this game since the first day that came out, I've purchased all dic levels and always wondered if some similar tool as gravity sketch was used and just found out this video by pure luck. I'm really grateful for it as it's very inspirational, congratulations for the amazing work you've done!
What an incredible walk through of your workflow. Definitely want to try this out for my game!
Gravity sketch is a literally game changing software, now free.
Thanks for this video.
This video combines two of my favorite pieces of Oculus software and I'm here for it
This is just fantastic, thanks so much for sharing it! I'll be making sure to get all your DLC courses to keep up with what great stuff you're creating :)
I started thinking about doing level design in VR for our game, and this video helped me so much!!!! Thank you!!!
this is so insanely cool
A sneak peak of upcoming levels in the works would be killer or a rough target date. I'm not obsessed....
WOW! Thank you for this! So so cool.
Thanks for the inside into your workflow. Love the game, and I was pleased to see, that you use GS and Synty like I do.
Did you import all the models from the synty library one by one, or is there a way to do this in one step?
This is really very cool and I'm loving how open Mighty Coconut are with the community; great to see!
So is there any chance of people creating their own levels in the future do you feel? (I suspect not due to the optimization side of things)
Sorry for another comment, I have been studying gravity sketch ever since and did a lot of tests based on your videos. Pls one question, do you have a tutorial on how you prepare the kits? What are the best practices etc.? Also, is there a way to reimport a model? So that for example I have a tree, place it around a map and than I can reimport the model and the tree gets updated in the entire level? Thank you!!!
This was SO SO SO helpful. Thanks for giving some insight into your level design process and tooling. The Walkabout levels are AMAZING. I'm curious about the optimizations you do in Blender and Maya. Are you just removing redundant and overlapping geometry? Or something else?
Yeah getting rid of faces that are hidden and poly reduction where possible. There's a hundred little things you have to do to optimize for Quest though that have more to do with how GPUs function under the hood. That's more of a book than a comment though. :)
Thanks for the tips. That looks like the Samurai Synty asset pack, plus something else?
Yeah we've mixed and matched several Synty packs, particularly for those original courses since it was largely a solo project. Now with the newer courses we're building more from scratch.
I hope you have figured this out by now but based on your usage of same.... the banana tool is for teleporting around... at scale... the banana is for scale...
Yo this is the coolest thing ever how do I get this
So this is way over my head. Are you fully building new levels in VR with this software? How many people are working on Walkabout currently? Super cool to see behind the scenes as we all eagerly await new content.
@@AndyLotusable Do you know much they are working within a headset?
Yeah @Andrew is correct, it's just one of several tools we use, but we use it for a few different parts of the process. I'll try to do more videos.