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SOUND & HAPTIC FEEDBACK:

From my research I learned the importance of using sound and haptic feedback when achieving an effective immersive experience.

This can be found in: Research>Virtual Reality

To capture the essence of my essential experience, audio played an important part in engaging players and making their environment feel as real as possible. This is important because it also links with my research into coping mechanisms and distraction techniques - music/any form of audio such as podcasts and audible books were recommended highly to engage users.

This can be found in: Research>Creating a concept

and Research>Initial Idea.

AUDIO

During my research I found a series of audio examples and sound effects that can be used to achieve the realistic, immersive experience:

PRESSING BUTTONS:

This sound effect can represent the sound of buttons clicking once the player has interacted with them.

INTERFACE SOUND:

This sound can be used to represent the overall sound of the interface in which players are interacting with. It also represents the sound of the players surrounding environment.

COCKPIT AMBIENCE:

Players will feel immersed if surround sound is used to make them feel like their environment is bigger than it actually is. This ambience audio will captivate players and make them think they are in this virtual world.

PASSING METEOR/ASTEROIDS:

The effects of the asteroids must seem realistic to players and emphasise how much of a hazard they are in the game. This audio is an effective representation of a travelling asteroid:

FIRING PROJECTILES/EXPLOSION:

During the fast gameplay players should be aware when their projectiles have been fired successfully and also the effects of the impact. These sounds inspired by Halo 5 represent this:

(0:33)

AIRLOCK DOOR:

Navigating around the spacecraft requires players to open and close airlock doors by moving the latch up and down:

TETHER:

Players are required to attach themselves to a tether before performing a spacewalk. Sound effects to represent this make it seem more realistic for the player. The closest to this I could find was a seatbelt buckle which sounds fairly similar:

ASTRONAUT BREATHING:

This sound effect will indicate the effects of wearing a helmet in out of space. This represents astronauts depending on their oxygen supply from their spacesuit:

PLAYER DIALOGUE:

Players will hear Crew communicate with them however will respond using their UI response options. Crew will then respond according to this Dialogue System:

Screenshot%202021-01-14%20at%2013.36_edi

AUDIO COMMENTARY:

Both audio and visual descriptions of each function around the spacecraft should be provided during the first walkthrough of the experience, to provide guidance to players beforehand.

HUD.png

CREW DIALOGUE DURING GAMEPLAY:

This audio will be heard through players Radio Device function on their flight-deck.

The Crew will communicate with players and they must respond using their appropriate response buttons above them.

Screenshot 2021-01-24 at 21.06.35.png

HAPTIC FEEDBACK

Haptic Feedback will be used to simulate the feeling of certain interactions to make them seem more realistic. This video summarises how to achieve the feeling of a vibration caused by an in-game interaction and to simulate the interaction for any chosen length of time.

Haptic Feedback will be used to replicate the interaction with objects in the players environment, at these specific moments:

  • Rumble to represent movement of spacecraft - when players change vehicle orientation.

  • Vibration to represent the impact caused by an asteroid - leading to an explosion.

  • Rumble to represent shooting projectiles.

  • Rumble when players attach their tether to their spacesuit.

  • Rumble in outer space, to represent the presence of the spacecraft beside the player - as if they can feel its engine.

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