Kompan AR Tech Demo (Android iOS)

During my time at Kompan, I was tasked with creating a Technical demonstration to show how we could leverage the power of the Unreal engine with Augmented reality to create a sales tool for our sales reps.

This project presented a bunch of technical hurdles to overcome, the biggest issue was time. I was only given a month to take this from idea to working prototype. As well as collaborate with other team members and make sure they had all the information needed to produce the assets for the UI.

A challenge we had early on was how to quickly iterate, packaging up the project was timing consuming and didn't allow for quick iterations, especially for the UI. I created a blueprint for our UI that as long as the aspect ratio was correct the screen could be any size and the UI would scale appropriately. This allowed for use to get an idea of what the UI would look like and allowed us to run on our computer during development.

Another fun material/ effect I was able to create is a gauge or dial like effect to be used as an infographic. This was a fun 2 part approach I first created the material with all the variables to allow a blueprint to be able to control the material animations. Then I built the blueprint so that when you clicked on the button the gauge would fill up and then fall back to zero before settling on the correct reading!

We also faced the challenge of how to get heavy CAD models into Unreal. To do this I wrote a script that runs a set of commands that cleans up the mesh and removes any un-need mesh data as well as consolidating materials and reducing the overall polycount to something more suitable for mobile hardware.

This application ran on iOS and Android and could place a playground on a table in a conference room, or expand that playground to be world scale. It was so much fun to create and it laid the groundwork for my time at Magic Leap.

This is the base of the water material. We are taking a texture sample and sampling a specific area and then animating it against its self to create the random motion effect.

This is the base of the water material. We are taking a texture sample and sampling a specific area and then animating it against its self to create the random motion effect.

This is the overall shot of the Water Material graph.

This is the overall shot of the Water Material graph.

This is a blue-print snip that controls a material to create a gauge like effect.

This is a blue-print snip that controls a material to create a gauge like effect.

A fun material function that the main set of Blue-prints controls to create a gauge effect in the menus.

A fun material function that the main set of Blue-prints controls to create a gauge effect in the menus.

In this snip we are diving into the main playground BP actor and turning off the ADA use zone.

In this snip we are diving into the main playground BP actor and turning off the ADA use zone.

This is a blue-print for a Radial Menu.

This is a blue-print for a Radial Menu.

This is a blue-print for a Radial Menu.

This is a blue-print for a Radial Menu.