Nightmare Escapade
Objective: Utilize Unreal Engine to explore an immersive experience for VR
Software: Unreal Engine 4
Postprocessing: Adobe After Effects
HMD: Oculus Quest 1
Date: April 20 2021 (As part of the final submission for the Virtual Architecture class taught at Columbia University GSAPP)
Story background
A prisoner is caught in an endless loop whereby he encounters multiple levels of a virtual prison guarded by drones.
He seeks escape & can do so if he reaches the escape portal, placed above a pedestal, that the drones guard.
His inability to locate where he is every time he respawns demonstrates the endless loop of this nightmare.
Result
Features
- Environment design of VR using Unreal Engine particle system (mapped to Tree mesh skin)
- Skybox modification
- Locomotion (Continuous move & turn)
- A debugging raycaster that changes color depending on the visible target
- Enemy drones that patrol, chase & point at the player when within proximity
- Applying climbable interactivity to object
- Adding an avatar body to play
- Adding decals to the floor when the player’s feet interacts touches the ground, leaving a footprint
Notes
Inspired by David Lynch. First VR class ever taken!
To improve
Better Drone character that seem more menacing (adding a 3D drone audio for added immersive-ness)
More tree types to suggest a more natural forest environment
Find a better way to record while in play mode (Currently screen recorded natively within Oculus quest 1) - Explore Sidequest option
Enable ‘dreadful’ game sound when drone finds/identifies player
End point of escape needs to be more goal-like (More shiny, more appealing, more apparent that it is the end goal)
Maximize performance for VR - some parts definitely felt laggy - to troubleshoot/review