Building Virtual Worlds

BVW Front
  • Type: Projects from Entertainment Technology Center (ETC), CMU
  • Role: Game Artist, Interaction Designer
  • Team: Artists, Programmers, and a Sound Designer
  • Tools: Autodesk Maya, Unity 3D, Adobe Creative Suite
  • Timeline 2-3 weeks for each project, August - December 2018

Building Virtual Worlds (BVW) is a project-based course in Entertainment Center (ETC) from Carnegie Mellon University. The course challenges students to work quickly, creatively, and collaboratively. BVW provides interdisciplinary teams of students two week sprints to create a virtual world with new groups and goals for each round. Each team has an option to use immersive platforms such as HTC Vive, Oculus Rift, Meta II, Phidgets, Jam-O-Drum, and other immersive technologies. This project-based course helped me learn how to work in interdisciplinary teams towards a creative vision, how to build interactive virtual worlds quickly, and the basics of informal user testing and iterative process.

BVW Design Process

PROJECT PROCESS

Above diagram presents the overall workflow process that I went through each project. It starts from research, ideation, prototyping, playtesting, evaluation, and implementation. As a 3D artist, I was in charge of fabricating concept art, environmental design, 3D modelling and interaction design.

1. Adventure of Rowan

BACKGROUND STORY

Adventure Rowan is an AR game using Meta II platform. The wild baby Rowan is the main character who got lost and endangered in the wild jungle. He is fully exposed by the beasts. A player becomes a protector to save Rowan from beasts’ attacks through catching floating natural ingredients including water, and sunlight to grow the tree for Rowan to hide upon the top of the tree. The animals transform in different levels and getting stronger. The player needs to keep growing the tree before the beasts invade in.

PLATFORM

Meta II

DESIGN CONSTRAINT

Character A is afraid of Character B. User should protect Character A from B to achieve a goal.

2. Space Vandals

BACKGROUND STORY

Space Valdals is an interactive VR experience using HTC Vive. The guest becomes a nanobot who is in a space-jailed to vandalize with magic spray paint. As a robot, using the spray paint, the guest has to paint over all of the holographic outlines that automatically produces to generate physical tools which help to escape. Paint a boombox for some music to overcome homesickness, paint a key to open the jail, and paint a rocket to go back home!

PLATFORM

HTC Vive

DESIGN CONSTRAINT

Create an interactive experience for naive guests, who is unfamiliar with the given game platform and game, to get freedom of choice.

3. Wailing Whales

BACKGROUND STORY

Wiling Whales is a two-player cooperative rhythm/clap VR game using Phidgets platform. Clapping is not only fun but also a great bonding activity. Female whale produces a single circular note by wailing. Two players should clap to the Beat of the circle waves before they disappear. Sometimes, playmates should high five to match the circle waves that produce by a male whale.

PLATFORM

Phidgets

DESIGN CONSTRAINT

Build a virtual world that has something fun for guest play.

4. Birthday Presence

BACKGROUND STORY

Birthdaze is an interactive story-based VR experience using HTC Vive and controllers. The naive guest experiences reminiscent virtual world of a father of 8 years old boy who has a complicated past. Remembering his past 8th birthday is the ending on father left his family. He realizes that his unusual past is alike with his son’s present moment. The guest is given three tasks to perform. The bittersweet memories arise on each event, which becomes a metaphor of the memories and needs to confront it by smashing away. This interactive experience allows the guest to feel and emotionally involved at that moment by performing given tasks.

PLATFORM

HTC Vive, Controllers

DESIGN CONSTRAINT

Create an interactive story in Virtual Reality experience. The tale should convey impactive storytelling for guests from beginning to end.

5. King of the Ring

BACKGROUND STORY

King of the Ring is a four player competitive Jam-O-Drum game. Players use the wheel to turn their character left and right. They use the drum to propel themselves forward, collect belts to gain points, and knock other players from the ring, making them lose points.

PLATFORM

Jam-O-Drum

DESIGN CONSTRAINT

Character A is afraid of Character B. User should protect Character A from B to achieve a goal.

Next Project
Weber Shandwick