What I worked on
Engine: Unity 5
Genre: VR Arcade FPS for the Virtuix Omni
Dev Time: 3 Months
Team Size: 5-7 Developers
Role: Level Designer
Worked on 2 levels in the game focusing on
What worked well
- Both the designed levels were focused for experienced players and challenge all movement mechanics detected by the Omni including moving Forward, Backward, Strafe Left and Right
- I worked with the gameplay programmer to facilitate the use of new mechanics/traps in each of my Levels to encourage players to keep moving
- Specific level metrics were determined to allow players enough room for movement on the Omni without getting stuck in walls. The hall widths were generally widened to twice the size. The rest of the previously designed levels in the game followed suit as this worked really well
1. Code Red introduced a sliding door mechanic that was enjoyed by playtesters that introduced a sense of tension.
Additionally, a moving flamethrower was added in narrow passegeways taking inspiration from the Skeleton wheels from Dark Souls.
Each round in the level tests a form of movement in stages leading up to the final round.
The final room is akin to a boss fight that tests all the players movement mechanics and shooting abilities in a grand finale.
2. Vertigo is the longest level in the game and specifically challenges the player's endurance.The level features the inclusion of a 360 rotating flamethrower, a moving flamethrower from Code Red and sequenced lasers to keep the player sprinting in bursts between shooting sections.
What didn't work well
- Mesh baking was a process of optimization chosen by the team to keep the framerates at a constant 90
- Several lighting issues and artifacting hinder our development as we continue to try to find solutions for them