As part of a team of 6, I am an XR developer and interaction designer on the project. I am responsible for user-object interactions as well as creating various promotional material needed to present vCoder as a commercial product.
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 responsible for 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. Using extensive feedback from my team, I developed and designed user mechanics and interactions such as, including block-connecting systems, mechanical pointer systems, codeable object systems, and inventory systems.
In addition to being an XR programmer on the project, I also created promotional materials to aid in funding opportunities as well as vCoder’s upcoming commercial release. This promotional work includes capturing 4K screenshots of VR gameplay, recording VR footage, and producing and editing various trailers and sizzler reels.
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? As with everything, finding the answers to these questions has always been a team effort.
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.