The Board Game
Description
The Board Game is a VR puzzle game which utilises the htc VIVE tracker technology to turn a wooden board into the players controller to interact with the world. The player finds themself in a small room, stuffed with grotesque circus equipment. Scattered and hidden are several small monsters. The goal is to lead all of them to a specified target platform (the table in the video). For this puzzles must be solved which require the player to use the board in different ways. It can be used to build bridges over gaps for the monsters to walk across, to catch or deflect falling objects, operate buttons and levers or to destroy fragile interior such as lightbulbs in the level. Little baits can be placed in the level to control where the monsters try to go.
My contribution
- Game System Design
I lead the development of the main premise: helping little NPCs to reach their goals in VR by utilising a board. For this I paid a lot of attention to what each team member could do and shaped the project vision around our potential. - Level/Puzzle Design
I was responsible for creating the different puzzles and challenges in the game and assembling the level from them. Very early on I created a blocked out version of the level with all puzzles in place (see image reel). As soon as the most basic VR setup was done, we tested the level in VR to enable me to further iterate. As the usage of the board was the most constraining factor in this project I started my design process there. I collected ways a board could be used in VR (like hitting things, shielding from things, building bridges or connections, …). The second most constraining element was the space available. We did not plan to implement a movement system, so the one VR space we had was all I could work with. I used both limitations as inputs and created different puzzles and interactions. I collected feedback on how good they work and feel and kept iterating on the best ones. Finally I layouted them along the walls of the VR room. I tried to use all of the available space as good as possible without making the scene feel crowded. - Programming
I was one of the two main programmers on this project. I handled the VR setup, implemented sound and animations, created individual logic for each puzzle and reusable components such as buttons which react to the board.