VR Haunted House

Work in Progress*

Category: Virtual Reality Project

Responsibilities:

Role: Project Lead

Team Size: 12 Developers (3 Programmers, 1 TD, 1 Character Artist, 1 Environment Artist, 1 Tech Artist, 3 Level Designers, 1 Animator, 1 Project Manager)

  • Managed the structure and organization of the team by creating asset lists, identifying team strengths, structuring the project around those strengths, and assigning individual team members asset creation tasks based on their strengths

  • Developed two of the four levels for the project from blockout to full art and scripted elements such as elevators as well as worked on the VR character pawn components

  • Lobbied for the development budget and the acquisition of the Quest 3 for development us

Level Goals:

  • Design a play space that corresponds to the dimensions of the FIEA Mocap Studio Stage

  • Incorporate interactive elements that incorporate real world sensation with VR immersion such as

    • gel orbeez used to simulate the feeling of digging inside of brains for a key to escape a room

    • a rumble pad placed inside of a box the player will stand on in the Mocap studio to simulate the vibration of an elevator

  • Test different VR immersion techniques such as redirected walking, non-Euclidian geometry, and tactile correspondence to give players a memorable VR experience

The Haunted House Walkway: A Calming Onboarding Lobby

At first glance, the exterior of a haunted house might suggest high-intensity scares. However, my design approach flips that expectation. The haunted house walkway serves a dual purpose: it establishes a memorable aesthetic while acting as a lobby to stabilize players before they venture deeper into experimental VR mechanics.

  • Player-Centric Onboarding:
    I designed this lobby to gently acclimate users to the VR environment. By creating an atmospheric yet controlled space, players have the opportunity to adjust to the immersive experience without overwhelming sensations. This thoughtful progression helps mitigate VR-induced discomfort, ensuring users feel safe and oriented.

  • Narrative and Visual Cohesion:
    While the exterior nods to classic haunted house imagery, every detail—from ambient lighting to subtle soundscapes—has been carefully crafted to evoke curiosity and calm. This balance is essential for setting the stage, making the lobby both intriguing and functional.

  • Foundation for Advanced Techniques:
    Establishing a stable starting point is critical when introducing more complex VR mechanics. This lobby is the launchpad from which we initiate our redirected walking tests, making it a foundational element of our overall user experience strategy.

The Suspension Bridge Room: Experimenting with Redirected Walking

Once players are comfortably acclimated, they transition into the suspension bridge room—a controlled environment dedicated to exploring the potentials of redirected walking. This level pushes the boundaries of spatial design and user interaction in VR.

  • Harnessing Redirected Walking:
    Redirected walking is a sophisticated technique that allows us to manipulate a user’s perception of space. In the suspension bridge room, I’ve integrated subtle cues and spatial redirection to create the illusion of a vast environment within a constrained physical space. This not only enhances immersion but also enables us to safely test the mechanics without causing disorientation.

  • Balancing Tension and Comfort:
    The suspension bridge setting is designed to evoke a sense of controlled tension. By carefully planning the interplay of visual elements and physical cues, I ensure that the redirection is seamless, maintaining user orientation while still delivering a thrilling experience.

  • Iterative Design and Testing:
    This level is a work in progress, and its design is driven by continuous iteration and user feedback. By closely collaborating with our technical and testing teams, I refine the redirected walking mechanics to optimize both immersion and player comfort.