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Role

Game Designer

Interaction Designer

Developer

Duration

1 month - September 2022

Tool

Unity 3D, Tinkercad, Figma, C#

Team

Solo Project

XR Device

Oculus Quest 2

OVERVIEW

Space Shooting

This is a first-person VR shooting game that was created with Unity. Players need to use the laser gun to crash majority asteroids coming towards them in 60s for survival with Oculus Quest2.

 

This mini VR game is initially developed in a desktop version and later adapted to the VR version. VR version is mainly stationary for vision comfort but users are welcome to adjust viewpoint and position with joystick when necessary.

How did I apply the best practices in VR to this design?

01. Depth Cues, Field of View and Scale

In my VR game, players can easily see almost everything in their field of view without turning their head, and they can easily infer the context. The billboard, scoreboard, spaceship and asteroids are designed by considering  depth cues and scales.

02. No motion sickness

Since this is a stationary VR game and the range of moving objects speed  is still acceptable and perceivable for human’s eyes, my game will not cause motion sickness

REFLECTION
How to improve current game experience?

I think the game could be more fun if the occurrence of spawned objects can be any direction of the environment with spatial sound that indicating the its direction and position. it will help increase player’s engagement to seek for asteroids.

CONTRIBUTION
What I am responsible for?

For my solo project, I conduct the end-to-end game design process, from brainstorming, game mechanics design,  prototype, programming, play testing, to VR version adaption.  I scripted the shooting behavior, spawn different objects behavior, and score board by myself. Moreover, I designed the shooting interactions and explosion effects and sound effect to enhance immersion.

Demo  🔊  Turn On Your Volume

FINAL DESIGN
​CONCEPT

You are our spaceman to discover rare metals from other planets. One day you land on an unknown planet, but unfortunately when you plan to leave, a meteor shower is coming towards and threatening your life. You have a laser gun which is powerful enough to crush the meteorite even in a distance. Your fate is to survive during the next 60s' meteor shower so that you can return to spaceship and return to Earth safely. 

 For work inquiries, or to grab a coffee chat to know more about me, feel free to or email me or connect on Linkedin ! 😊

✨Thank you for visiting.

Other Works

🏆 Best Interaction Design (Oculus)

🚗 Find your car smartly w/o internet

🌱Plant to compose your music

​GAME MECHANICS

① Time countdown is 60 seconds. 

② The player has 5 Initial health points. They can't lose all health points in the 60 seconds.

③ Once the game start, different asteroids(90%) and hearts(10%) will fly in from various directions.

 Hearts

Let hearts pass the player will earn an extra health point. Conversely, shooting hearts by mistake will result in a loss of 1 health point.

④ Asteroids

Shoot and crush all asteroids by pressing the right controller index trigger. Failure to crush/miss an asteroid will cause a loss of 1 Health Point. 

SHOOTING BEHAVIOR DESIGN

In the VR port, the player uses the right hand controller to move their gun. The player is allowed to press the index trigger to shoot asteroids or hearts. For each shoot, there will be a sci-fi fire sound effect. and the laser will come out from the muzzle. Asteroids will disappear if they are shot at.

SPAWN ASTEROIDS & HEARTS

I wrote a script randomly assigned the asteroids and make them fly from a very distance towards the players. I make the asteroids generated in every 2s and their speed is not so fast. This step makes my game look very real but not dangerous.  

 

I also spawn little hearts to allow users to earn health points if letting them pass by. To maintain balance, the frequency of heart spawns was limited compared to asteroids. As the game progresses, all spawned objects gradually increase in speed to ramp up the gaming difficulty. 

DIEGETIC UI ELEMENTS

I made a diegetic scoreboard to display time and health points. I integrate this UI with the general environment by displaying on a billboard located in a distance, and I believe this helps make it more immersive that players can get noticed while not affecting the shooting process.

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