Project Objective: Build a VR game within 12 weeks and release as Early Access on Steam, compile feedback, and iterate.
Producer
In 2018 development started on the second iteration of CyberThreat, buoyed by the increasing trend in Multiplayer Location-based gaming. I continued my producing duties in addition to authoring the story and design document acting as a co-director on the project. My daily activities included managing outside vendors to create and update assets and to work with the in-house development team to redefine gameplay.
- Applied agile methodology to the development process.
- Coordinated daily and weekly testing. Organized testing events, market research, and data collection.
- Managed the daily task list, task assignment, milestone schedule, budget, and design documentation as it evolved.
- Worked with the art department to refine graphics and effects.
- Created design lookbooks to guide the creation and purchase of new assets.
- Co-authored the premise and backstory.
- Managed relationships with outside vendors.
- Authored the CyberThreat version 2 Design Document for multiplayer location-based gaming.
Interaction Designer
I want VR to be inclusive and that means accommodating people with sensitive proprioception, or motion sensitivity. Using my personal experience to guide me, I made a list of discomforts while in a headset, then set about researching why it was the case. Through the daily rigor of iteration and playtesting, we innovated motion mechanics for the extremely motion sensitive that were also just fun.
- Helped define new motion mechanics to combat extreme motion sickness.
- Researched the science behind motion sickness and brainstorming strategies to use in VR.
- Co-authored new features: selfie cam with record and share capabilities, and in-game retail.
- Co-designed the HUD.
Variable Speed Arm Locomotion
Arm running tracks the natural motion of arm swing while walking/running. Coupling the speed of movement with controller positioning allows players' internal sense of where their body is in space to match up with the image presented in the HMD. Navigation in-game is determined by the position of the controller, not the HMD allowing users to navigate and continue to be engaged in the 360 environments without navigational errors.
Ski Jump Mechanic
The ski jump mechanic is an alternative to teleportation. This alternative to teleport alleviates motion discomfort because it allows the user to have an uninterrupted or continuous frame of reference. The player can see the locomotion while taking place, and it is coupled with their body’s movement. A unique feature of this mechanic is the decoupling of position from head tracking, making it possible to move in a direction the player is not looking in.