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Tools: Unity
Timeline: weekly builds for supervisor review over 3 weeks Goals: Create a movement system to mimic small reptile maneuverability. Challenges: Attaching and dismounting geometry was twitchy, players got disoriented and lost perspective when on larger objects. Modifications: Players have separate input for mounting new geometry for finer control. Working on implementing new camera system to reduce nausea and assist in navigation. |
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Tools: Unity, Vive
Timeline: weekly builds for supervisor review over 6 weeks Goals: Test viability of high contrast art styles in a VR headset. Create a horror experience with observational inputs only. Challenges: Stylization complicated spatial understanding, and lack of perspective dampened emotional reaction. Revisions / Modifications: Constructing the environment to provide size and distance references, as well as blind spots for the players, creating significant proximity and anticipation anxiety (which is what I wanted, I promise!) |
Tools: Unity, built for Android
Timeline: weekly builds for supervisor review over 3 weeks Goals: Create a top down traversal game using mobile gyroscope inputs Challenges: Turning the phone away from the player in any direction provided less visible screen space and information Revisions / Modifications: Tilting in a specific direction also tilted the camera to look further in that direction, providing more information. This provided perspective and information, but also vertigo that needed to be tuned. |
Tools: Unity, Maya, Photoshop
Timeline: weekly builds over 5 weeks Goals: Build a game that evoked a feeling of full body vulnerability and intimacy while completing tasks. Challenges: Learning button inputs and familiarity with controller provided a layer of casuality, and didn't involve enough of the body. Revisions / Modifications: Instead of traditional inputs, players stood and laid their hands on a platform and tilted in different directions to affect rotational input. Efficiency: Built a platform using a book cover and an old canister, attached with a cover to a DUALSHOCK thumbstick. No code was modified in the alternative controls iteration, but experience goals were hit. |
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