Waldeinsamkeit

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Project Outline ๐Ÿ”—

Short description

Collaborators ๐Ÿ”—

  • Nicolas Friedrich Hohlt - Cabin, Narrative, Creative Direction
  • Marcel Effner - Coordination, Visuals, World Design

What I did ๐Ÿ”—

  • Programming
  • World Design
  • Technical Support (during the creative process)

What I learned ๐Ÿ”—

  • Interdisciplinary work and communication
  • Smoother workflow for VR based Exhibitions

Walkthrough Video:

We Dig It Festival ๐Ÿ”—

This Project was developed for and exihibited at the WeDigIt Festival.

Impressions:

Controls for non techy people ๐Ÿ”—

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The exhibition was in the HfK’s building were the music department is. Understanding that the majority of visiotrs would be inexpirienced with technology, it was important to design the controls to be as intuitive as possible.

My Solution: The Game works without controls and the only means to inteact with the world is the players perspective. Being able to turn your head freely and observe the world as you like is one of the unique features of VR. The player is guided along a fixed path, but only after looking into the right direction for a certain amount of time. The direction is communicated through light spots and sounds. This allows the player to stay in control of when to progress to the next section and ensures that player looks in the direction of the movement, to avoid motion sickness as much as possible.

How it works: ๐Ÿ”—

The player constantly fires a ray / linetrace. If the player looks long enough at the next triggerbox, the game progresses. The first of each level involves a room in which the player can’t see and is encouraged to look around. The player is thought were to look at by working with lights and sounds.

Environment ๐Ÿ”—

Room for Improvement ๐Ÿ”—

Click to expand
  • more flexibility to avoid motion sickness
  • tools to help the player move forward during confusion