As part of a team of 5, I am an XR developer and interaction designer on the project. Everything the user interacts with has been coded by yours truly. In addition, I created most video, image, and animated promotional material.
Platforms & Tools
Will be released on HTC Vive and Oculus Rift, built using Unity3D and C#. Compatibility with other major VR systems such as WMR are also a possibility
After coming on board with the project at the start of August, I was in charge of developing all user interactions for the project. This project allows users to learning how to code by coding different objects in the environment and solving puzzles in order to progress through the game. I am the developer and designer for the mechanics to make all these user actions happen, including code-connecting systems, mechanical pointer systems, coded object systems and inventory systems. I am responsible for every point of contact a user makes with an object in VR space.
In addition to being an XR programmer and designer, I am also responsible for most of the promotional material sent to Oculus and HTC Vive for funding opportunities, as well as to market vCoder to consumers. This promotional work includes capturing 4K screenshots of VR gameplay, recording VR footage, and producing and editing various trailers for pitching and crowdfunding.
Development Process & Takeaways
Developing user mechanics and interactions for vCoder has been a considerable learning process powered by the question of why. Why does the user interact in a specific way and what are the alternatives? Why is the user interacting with this specific object, and why can the user not interact with specific objects? What is the main goal the user wants to achieve and how can interacting with this object help the user achieve their goals?
This question of why has been extremely powerful in making me understand what do we want the user to learn from our game, and how does this learning take place. This learning can be anything from how environments look to how they access in-game menus. Constantly questioning why working in a specific direction is the right direction has made me think more about why the user should experience what we are building, and why we are building the project in the first place.