Documented by: Keyin Wu
Group Project with: Benjamin Pang, Chris Chen
It is an immersive VR game that enables the player to experience in a special perspective of a disabled person. As the player explores our world, he is supposed to feel the anomalies and get into our story that it’s essentially a machine-dominated world. Our protagonist, as a human, is only a research object and is monitored all the time. The design is all centered on this setting.
#VirtualReality #GameDesign #GameDevelopment
The game designed for Google Cardboard environment is set in a hospital. Based on the story, we go with the psychological horror style to build the space. Instead of screams and ghost faces, we use multiple sound effects to create the skeptical and tense atmosphere. The player will have to be restricted on a wheelchair while moving around and seeking clues. For one thing, it is to meet the conditions of using a Google Cardboard. For another, the wheelchair restriction can give the user different experience on moving around the space and pushing or interacting with objects.
But also, since we didn’t describe the background obviously by words, users are welcome to relate different things during in-person experience and we are open to other possible interpretations if any. Based on our indicative designs, different understandings can also add to the depth of our work.
Unity3D, C#, Google Cardboard
When building the space, we made a basic hospital structure with a few sections. We try to create a creepy clean style. That’s why we mostly use white, grey and red, and we set the light in a sense that it looks like psychological horror. (Fig.1-3)
Among the limited accessible assets, we chose a relatively suitable zombie hospital asset.
Figure 1. Top View of Space Layout
Figure 2. Beginning Spot
Figure 3. Ending Spot
In order to construct our story, we worked on the following designs.
To meet the conditions of using a Google Cardboard, the main interaction in our project is only clicking and long clicking, the former for interaction and the latter for movement. The player is sitting on the wheelchair where he can only rotate his head to look around or move the wheelchair to move around. The movement is controlled by character controller. When he moves, there will also be animation of his hands moving as he’s pushing the wheels. The angle the user can look up and down is also limited (delta y from -90 to 90) so that it composes a reasonable field of view for the person. The speed of the movement is also set as a relatively low value considering the situation, which turned out appropriate during the play testing. (Fig. 4&5)
Figure 4. Player Model
Figure 5. Player Moving