Bleak
Jun. 2015 - July. 2015
I was hired as a freelance game designer to build a playable demo for a VR game project within 2 months from scratch. I designed the game rules, control schemes, and narrative settings. I prototyped a number of mechanics, implemented all the levels, as well as established and maintained the production plan for the team.
Though the project is not released, it was a fun exploration of VR when the industry was still in a time of early exploration of this new trend. I independently designed and invented a movement mechanism by staring at an object to move there, which largely reduces the motion sickness of VR devices and lowers the entry barrier for non-gamers, allowing players to appreciate the immersive environment in an artistic project.
It turns out that this control scheme became a very popular norm for VR games later. I can't claim the credit since we didn't release the game or share the design at that time, but I'm glad that something I discovered independently turned out to be the norm adapted by the industry.
Though the project is not released, it was a fun exploration of VR when the industry was still in a time of early exploration of this new trend. I independently designed and invented a movement mechanism by staring at an object to move there, which largely reduces the motion sickness of VR devices and lowers the entry barrier for non-gamers, allowing players to appreciate the immersive environment in an artistic project.
It turns out that this control scheme became a very popular norm for VR games later. I can't claim the credit since we didn't release the game or share the design at that time, but I'm glad that something I discovered independently turned out to be the norm adapted by the industry.