Shipping a VR game in 3 days

I participated in the annual VR Jam, hosted by popular YouTube VR developers where I joined a team consisting of a 3D designer, a music composer, and four programmers. My contributions was to produce 3D designs and UX/UI strategy. Fueled with coffee, we built a functional VR game under the theme, "small world," in 3 days.

Project: VR game

Team: 7 talented specialists 🥰

Timeline: 3 days | July, 2021 - August, 2021

Role: UX/UI, 3D, Strategy

Tech: Unity, Blender, Figma, Photoshop, Oculus Quest 2



Team


Ryan Rosales: 3D and UX/UI Designer

Karthik Rajesh: 3D Designer and Animator

James Wooten: Music Composer

Nic Farmer: Unity Programmer

"Ninjafella": Unity Programmer

Julius Won: Unity Programmer

Jonathan McAfee: Unity Programmer

THE CHALLENGE

Collaborate in a cross-functional team and create a functioning VR game in 72 hours.



Try Pale Blue VR for the Oculus Quest 2 and Android


Download on Itch.io



The theme and story

On the first day of the event, the theme, "small world," was announced and the team created a fun idea of having the Earth shrunk by aliens and the player must transport the planet to a safe haven, while protecting it from alien spacecraft.

My contributions


Designing for motion sickness

During the initial team meeting, the team discussed the player movement. The developers suggested using a jetpack as the locomotion system as it fits with the space theme.

However, since I'm prone to motion sickness in VR, I convinced the team to add a alternative locomotion system that would allow people who suffer from motion sickness to be able to play the game.

Thankfully, the team was open to ideas and we all agreed on including a teleport system by having users throw a device that would teleport to its current location after a few seconds.

- Prevent motion sickness with a teleporting locomotion system


3D models

- 3D Render: Asteroids


- 3D Render: Spacecraft - Hunter


- 3D Render: Spacecraft - Scout


User Interface

Building UI in VR takes a more natural and immersive approach apart from traditional screen applications. In addition, best practices encourage using the environment as the UI.

My solution for creating a natural experience was a gear shift where players can move the lever forward to start the game or backward to exit the game.

- 3D Render: Interactable UI


- Sci-fi GUI for environment aesthetics


- Sci-fi GUI for environment aesthetics


- Sci-fi GUI for environment aesthetics


- Testing the UI scene in Unity.

Learning from this experience

This three day event was an amazing opportunity and I'm grateful to be able to work with a team of very talented people.

Key learnings

• I was able to experience working in a AR/VR and game development environment.

• Game and AR/VR design and development is complex and requires diverse sets of skills and a passion for these technologies.

• Even though most of the team are strangers, I believe our successful collaboration resulted from each person being confident in their own skillsets, as well as trusting each other to get the job done.

• Putting users first and striving for a comfortable experience is essential, but it's easy to forget and may end up prioritizing "cool" over usability and accessibility.

• Deadlines can disrupt original planning and successful teams will be able to adapt to change and make compromises.

Next steps

We are looking for feedback on our game as we plan to continue squashing more bugs and polishing the experience.

Try Pale Blue VR for the Oculus Quest 2 and Android


Download on Itch.io

If you like my work, let's chat!

I'm currently open to potential Product Design opportunities.
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