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ABOUT

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1.5 month

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2022

GENRE: VR 3C Sandbox

PLATFORM: PC (Oculus Quest 2)

ENGINE: Unreal Engine 4

TEAM:

  • 2 game designers

MY ROLES:

 

GAME DESIGN

PROGRAMMING

SOUND DESIGN

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PITCH:

Embody an anthropomorphic creature willing to find peace in the realm of the dead. To do so, you must complete the pilgrimage of Xeros, which requires great agility and determination.

Fortunately, you have several abilities specific to your morphology: get your spikes out of your arms to climb your environment or shoot them to use them as a grappling hook!

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PRODUCTION

For this project, which aimed to make us work in depth on the 3C (Camera, Character, Controls), I decided to work on virtual reality. It is indeed a wonderful technology that allows offering players experiences with unparalleled immersion. Therefore, I didn't hesitate for a second to design a VR game, and this project has strengthened my desire to work in this field.

 

My teammate and I wanted to create a game based on dynamic movements taking full advantage of VR technology while avoiding the motion sickness that can be caused by a VR headset. After much thought about the character's abilities and the controls involved, we wrote down our intentions in a Game Concept Document focused on the 3Cs. This allowed us to agree on the vision of the game, and to realize and correct the few flaws in the design that we had not noticed during the design phase.

 

Then, I coded all the features inherent to the character, such as the climbing system, the grappling system, and the adaptive collision system, using Unreal Engine 4 blueprints. Subsequently, I spent some time on optimization to avoid FPS drops. I also searched/created and integrated all the sound effects of the game, making sure to balance them and add a random touch to them. Finally, I added various haptic feedback to make the experience even more immersive.

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