Final Documentation
The BiFrost
I call this level selector the BiFrost since it lets us travel to each of the nine realms.
  
For the design I chose for selecting each level, I decided to go for kind of a classic level selector system where you just scroll thorugh each option and choose which thing you want. I went with this design since it makes it easier to manage only one level loaded at a time to keep performance up. I'm also not super amazing at programming so I wanted to make something not too complex. 
								
								
In the end, only Tinrey sent me a cover, but I was able to quickly take screenshots and photoshop some names on top for each map material. 
								Portals
The portal location changes based on the selection.Levels
There were a ton of levels to manage! Each one was like a new puzzle piece to make fit into my world where if it were optimization or making things accessible to the player.
 
I designed a little room to feel very dream like for the staging area before you get into the server. My idea was an infinite white space and walking through an empty door frame to send you else where, there are also invisible walls in most places as well so you don't fall off the map. I figured a fun way to do this was to lure people over to the donuts. 
								
 
My personal world was a scifi inspired techy looking space. I wanted it to feel extra complex so I tried to really vary up the placement of items, these assets turned out to be extra heavy in terms of performance so I had to do some serious optimization passes or else risk crashing the headset whenver I loaded this level. 
								optimization
Here are some visualizations to see how the space was allocated to each assets, as I kept adding more and more levels, I would start facing packaging issues with the Quest since there is a 2GB limit. The last image is what I was able to shring things down to.Overview
Thoughts
I was glad I was given the oppertunity to expose my team members to Unreal Engine since it is becoming such a powerful tool in the industry as well as helping them understand source control a little bit. Setting up the server and networking was also a pretty cool skill for me to pick up in such a short time as well as understanding building out to mobile since the Quest uses an android system. I also got a new understanding and apprication for optimization and level design. Unreal Engine was actually built with multiplayer in mind because of Unreal Tournament so its cool to get myself exposed in that topic as well. Now that the framework has been built, I feel like I can really make more cool stuff in the future or build on top of this foundation. Just incase anyone were curious, I was in front of my computer for 36 hours before I could finally rest, think this was a new record for myself!home
                    while (!deck.isInOrder()) {
                    print 'Iteration ' + i;
                    deck.shuffle();
                     i++;
                    }
                    print 'It took ' + i + ' iterations to sort the deck.';