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