Wake Up : A VR Scene

Wake Up demonstrates typical interactions found in VR games paired with my narrative sensibility. For this project, my role was:

  • Interaction designer
  • Asset modelling and/or procurement
  • Implementing key interactions in Unity
  • Testing and debugging

This scene is smaller but feature complete. I wanted the player to experience the feeling of waking up from a dream. For me, this means starting from a place of primal feelings and then gradually forgetting them as you rise into the conscious world. This is a dreamscape with a beginning, middle, and end. Things aren’t what they seem. Beings can shapeshift and objects can’t be taken literally. 

To portray the feeling of waking up, I implemented environmental changes that were triggered by interactions in scene.  To give the scene a dream-like, surreal quality, I used assets in non-conventional ways.  I programmed the tulip to fire bullets, statues to transform and follow the player, and a golden egg that bursts into rays of light. 

Key VR interactions and features demonstrated in this scene are:

  • Invisible trigger walls
  • Grab-move locomotion
  • Shader graphs
  • Socket interactors 
  • Particle systems
  • Firing projectiles

As you can see, interactions provoked by collision are a key part of driving the player through the scene and pacing meaningful actions.  It was a challenge to ensure the physics provoked by collisions were predictable and in sequence.  

Assets: Poly Pizza, Blender, Canva, Pixabay