The game filter development has been a constant battle against the learning curve. Compared to Spark AR, Effect House has considerably less resources available for us to learn from. Fortunately, we were able to find valuable resources through discord, although still insufficient information. Much of the learning has been done through trial and error. Both of us are working off of a file we found online, trying to adjust them to fit our needs. Although a great portion of the filter has already been created, knowing where and how to make changes in order to create the desired effect is a slow process. Personally, Effect House has proven to be very heavy on my computer, which slows down the efficiency of my work.
Currently, we are working with temporary assets, but final assets would have to be designed and replaced. These assets would either be 3D or 2D. 3D assets would have to have great consideration for filter capacity. Currently, the 3D scans of the trees on campus are viable options to include into Jakob's filter. For my seed catching game, I am considering using 2D photo assets so that the design stays consistent with the semi-realistic look throughout the entire project.
Moving forward, both Jakob and I's games require further development in order to complete the baseline prototype. We are definitely moving in the right direction, and our further understanding of Effect House and visual scripting should expedite the process.