JASC

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Overview

Genre: VR Experience, Perception/Spatial Paradoxes

Team Size: 4 Game Design students

Development: 3 weeks

Platform: HTC Vive, PC

Technology: Unity, C#, SteamVR, Maya

Play it: https://axmjd.itch.io/jasc-bigger-on-the-inside

My responsibilities included

System Design: Designing the game loop, testing with players, balancing gameplay

Programming: Implementing Portals to create spatial paradoxes

Level design:  Designing rooms with experiences and connecting all rooms and transitions

Unity Project: Maintaining the main scene and integrating modules, Scene Lighting

The idea behind this 3 week experimental jam was to create an experience that could happen only in VR. JASC is all about the perception of physical space, letting the player experience spatial paradoxes and giving them unique perspectives on their surroundings.

With the help of symbolism and lighting, the player is guided by their natural curiosity through a series of rooms. But every time they think they know what's next, their expectations are turned on their head.

Here's a gameplay video to give you a better idea:

About the development process

JASC gave us the opportunity to freely experiment with Virtual Reality, its potential and limitations. We came up with the intial game concept together, and then set out to independently prototype and test a variety of spatial experiences, modes of movement and controls. From this pool of rooms and transitions, we chose the most memorable and I set out to make a coherent and playable experience from those parts.

My learnings

One thing I learned was how important it is to work from within VR when you are designing levels for a VR context. This also translates to other projects in so far as it brought home how important it is to continously go back into the game to experience the layout and see what works and what doesn't.

 

Watching other players go through my levels without speaking to them or telling them what to do taught me a lot about leading players with layout & lighting.

I also got more comfortable with git and source tree, making full use of the possibility to work on different branches for different modules and bringing everything together in the end.

One thing I learned was how important it is to work from within VR when you are designing levels for a VR context. This also translates to other projects in so far as it brought home how important it is to continously go back into the game to experience the layout and see what works and what doesn't.

 

Watching other players go through my levels without speaking to them or telling them what to do taught me a lot about leading players with layout & lighting.

I also got more comfortable with git and source tree, making full use of the possibility to work on different branches for different modules and bringing everything together in the end.

Credits

JASC - Bigger on the Inside was made by:

Alex Mejda

Cyrill Callenius

Jorge Reissner

Sven Schmid

Thanks to our coaches

Prof. Susanne Brandhorst

Prof. Thomas Bremer