Musical Range
Yanira Moguel
Monterrey, Nuevo Leon
- 0 Collaborators
Play a rock solo with guns! Musical Range is a VR Musical Experience where you can play music by shooting guns. Perform music with your body movements. Choose a track from the included playlist or create your own custom songs. ...learn more
Project status: Published/In Market
Virtual Reality, Game Development
Intel Technologies
Intel CPU
Overview / Usage
Musical Range is a VR Musical Experience where you can play music by shooting guns. Perform music with your body movements. Choose a track from the included playlist or create your own custom songs.
PLAY A ROCK SOLO WITH GUNS
Grab a pair of guns and feel the power of music. Don't just play to the beat, PLAY the notes in the songs.
DEVELOP YOUR OWN STYLE
Perform music with your body movements. Drag the note around to change the pitch, volume, and sound. No two performances will be identical!
CUSTOM SONGS
It's easy to add your own music. Drop a midi and sound file to your private library folder and your music will be ready for you to play.
PRACTICE AT YOUR OWN RYTHM
In Free Play Mode you can practice all you want without any pressure. Create your own songs inside Musical Range. Jam to any music from Spotify or YouTube.
LEADERBOARDS
Practice makes perfect. Master a song and show it to the world. Each song has its own leaderboard. See where your friends and other players shine and become a superstar!
Methodology / Approach
We use an iteration methodology. Where our goal is to be able to implement quickly new ideas, test out those ideas, and then iterate quickly, in order to reach our goals. Once we think a feature is at a stage where it won't be iterated much, we take steps to clean up it's implementation and run tests to see if it should be optimized further for better performance on lower hardware.
Technologies Used
We use Unreal Engine for the main development of the project. But as a VR Music game, we use MIDI technology to trigger game events, so each song is hand crafted to deliver the best experience. We also use Intel CPUs in house, which greatly helps with compilation times for code and shaders of complex materials and particle effects, to then bake this down for low level hardware.