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PLATFORM REQUIREMENTS:

The platform of my experience is Virtual Reality. VR offers an opportunity for players to immerse themselves in a three-dimensional environment from the comfort of their homes. The purpose of the game is to take players beyond a screen while encouraging physical activity through a range of interactions and engage players using their surroundings. In order to achieve the feeling of immersion I have designed the experience while taking into consideration the use of Surround sound and Haptic Feedback. Replicating sound in the environment and simulating the feeling of real-life interactions makes the experience more realistic for users. Players will not feel the same sense of immersion if the game was designed for any other platform.

 

I have designed the experience specifically for Oculus Quest VR headsets. The wireless headset tracks player movement and translates this into the virtual environment, without requiring external sensors. The Quest 2 uses spatial tracking to allow players to scale their boundaries and virtual play-area by using their hand-held Touch Controllers. This allows players to move around in an open space while avoiding restrictions and obstacles around them.

 

In terms of my experience, it requires a lot of physical movement in a large space. However, this restricts users without a space or area suitable for this. I have adapt and overcome this by providing players with the option to navigate using their Touch Controllers:

controllers.png

TOUCH CONTROLLERS EXPLAINED:

LEFT HAND

1) Move forwards, backwards, left or right - Can be used as an alternative to physical movement due to small room-scale. Can be used in microgravity environment to navigate.

2) Main Menu.

4) Used to grip and press objects - Grip can be pressed simultaneously with (5) Trigger to grab objects. Grip can also be used on its own, with a raised index finger to point and press objects. In this case, press buttons and slide dials.

RIGHT HAND

1) This can be used to change orientation (up, down, left, or right) in the microgravity environment. This allows players to see the room from all angles, representing the feeling of weightlessness and appear as if players are floating.

3) Oculus button used to reset player view.

4) Grip also used with button (5) to grab objects. Raise index finger and hold grip button to press buttons and slide dials.

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