Virtual Reality Game Design Computer Graphics Seminar MTAT.03.305 - - PowerPoint PPT Presentation

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Virtual Reality Game Design Computer Graphics Seminar MTAT.03.305 - - PowerPoint PPT Presentation

Virtual Reality Game Design Computer Graphics Seminar MTAT.03.305 Raimond Tunnel Virtual Reality What is it? Virtual Reality Virtual reality a three dimensional, computer generated simulation in which one can navigate around, interact


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Virtual Reality Game Design

Computer Graphics Seminar

MTAT.03.305

Raimond Tunnel

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Virtual Reality

What is it?

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Virtual Reality

  • Virtual reality — a three dimensional, computer generated

simulation in which one can navigate around, interact with, and be immersed in another environment. (John Briggs - The Futurist)

  • Virtual reality — the use of computer technology to create

the effect of an interactive three-dimensional world in which the objects have a sense of spatial presence. (Steve Bryson - NASA Ames)

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Virtual Reality

  • Virtual reality — a three dimensional, computer

generated simulation in which one can navigate around, interact with, and be immersed in another environment. (John Briggs - The Futurist)

  • Virtual reality — the use of computer technology to create

the effect of an interactive three-dimensional world in which the objects have a sense of spatial presence. (Steve Bryson - NASA Ames)

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Presence

Presence is the feeling of really being someplace else.

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HTC Vive PlayStation VR Gear VR Oculus Rift

2016 2016 2015 2016

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HTC Vive Pro Eye + Wireless Oculus Quest Gear VR (SM-R325)

2019 2019 2017

Valve Index 2019

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Oculus Rift

Constellation tracking

HTC Vive Valve Index

Lighthouse tracking system

IR LEDs IR Diodes

Tracking

https://ai.facebook.com/blog/powered- by-ai-oculus-insight/

Oculus Quest Oculus Rift S

Oculus Insight tracking

Cameras

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Input

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Locomotion

Moving oneself from one location to another.

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Locomotion

Continuous movement Press a button (move thumbstick) to continuously move in some direction (relative to head or hand). Can cause motion sickness.

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Locomotion

Motion sickness

We are moving! No we are not! WTF? Reset plz!

RESET (vomit)

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Locomotion

Motion sickness

Half-Life: Alyx - Angry Review Discussion (Angry Joe Show)

https://www.youtube.com/watch?v=aWayXQq1rtY

Alex: We all got motion sickness! Alex: I have never gotten motion sick playing VR before. AJ: Never-ever! OJ: Never! It was my first time. Alex: Within 45 minutes on the Index I was nauseous. They felt bad for the entire rest of the day.

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Locomotion

No locomotion The game takes place around the player in a single location. Only the player’s physical movement results in locomotion!

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Locomotion

No locomotion

Mythos of the World Axis (2015) played by Hoopermation VR

https://www.youtube.com/watch?v=afDb4sExJho

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Locomotion

No locomotion

Xortex in The Lab (2016) played by Roody Tunes

https://www.youtube.com/watch?v=LWrBrsTfzj8

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Locomotion

No locomotion

Holopoint (2016) played by Disastorm

https://www.youtube.com/watch?v=78mgtArsPvs

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Locomotion

Fixed locations to move to and stay in Movement to these locations can be controlled by the player or be event-based.

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Locomotion

Tribocalypse VR (2017)

Fixed locations to move to and stay in

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Locomotion

Move to a projectile You shoot a projectile and decide when to teleport to its location.

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Locomotion

Move to a projectile

Teleported (2015)

https://www.youtube.com/watch?v=jBqe7W7l5Uc

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Locomotion

Forward motion by moving the controllers up and down Simulates the movement of hands as if running.

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Forward motion by moving the controllers up and down

Locomotion

69 Ways to Kill a Zombie (2017) played by Achievement Hunter

https://www.youtube.com/watch?v=MVLNGK2Aymk https://courses.cs.ut.ee/2019/cg-pro/fall/Main/ProjectHauntedHouseVR Haunted Oblivion VR

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Locomotion

Grappling hook You shoot a grappling hook and it pulls you forward (or the player pulls themselves on it).

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Grappling hook

Locomotion

Vrena (2017 – …)

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Locomotion

Blink teleportation Instantly teleport to the desired location.

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Locomotion

Blink teleportation Pretty much in the majority of VR games where the player can move!

The Lab (2016) played by ExileLord

https://www.youtube.com/watch?v=fyzmIkcVjCg

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Locomotion

Shift teleportation with vignette Interpolate the location, but use a vignette to cover the peripheral vision.

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Locomotion

Shift teleportation with vignette

Trickster VR (in 2017) played by MasterGamingVR

https://www.youtube.com/watch?v=dS60uvO5oS4

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Locomotion

Shift teleportation Interpolate the location.

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Locomotion

Shift teleportation

Half-Life: Alyx (2020) played by Adam Savage’s Tested

https://www.youtube.com/watch?v=rEtgF7YTkLY

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Locomotion

Fixed play areas Specific mechanic Teleportation Continuous

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Locomotion

Half-Life: Alyx (2020) played by Adam Savage’s Tested

https://www.youtube.com/watch?v=rEtgF7YTkLY

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Design

Tribocalypse VR (2017)

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Design

Use real world dimensions!

1 2 3 4 5 6 1 1 2 2 3 4 3 Standard door height: 2.1 m Average human height: 1.6 - 1.7 m My height: 1.88 m 1.7 m is ~81% (⅘) of 2.1 m Half-Life 2 (2004)

https://learnleveldesign.com/tutorials/first-twenty-minutes-of-half-life-2/

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Design

Use real world dimensions!

QuiVR, Tribocalypse VR, Nvidia Funhouse, Job Simulator Brometheus_Tv

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Design

Details matter!

They pay much attention to everything. They want to mess with things and they want to poke at things. (...) In old Half-Life games a bunch of players were just running through the environment very quickly looking for enemies and so on. (...) We got to fill every nook and granny with something in a way you couldn't justify it before.

Inside Valve: Making Half-Life: Alyx for Virtual Reality by Adam Savage’s Tested https://www.youtube.com/watch?v=cRVXhA0-TI4

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Design

Details matter!

Half-Life: Alyx (2020) played by Adam Savage’s Tested

https://www.youtube.com/watch?v=rEtgF7YTkLY

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Design

Details matter! Players traverse the world at a slower pace:

In one room: 1 – 3 interactable objects vs 10 – 30 interactable objects In the real world you could interact with an object, so here one should also be able to! (to a certain limit of course)

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Design

Vertical involuntary movement is worse than horizontal.

Avoid stairs. Ladders:

  • Climbable using hands.
  • Blink-teleportable.

Elevators work well!

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Design

User input design must be extremely intuitive!

Intuitive gestures with hand pointing and finger movement. Having a player press a button lessens the use of that action.

Watch: Inside Valve: Making Half-Life: Alyx for Virtual Reality by Adam Savage’s Tested

https://www.youtube.com/watch?v=cRVXhA0-TI4

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Design

Having hands as physical objects helps with immersion. Animations when hands touch the environment.

Half-Life: Alyx (2020) played by Adam Savage’s Tested

https://www.youtube.com/watch?v=rEtgF7YTkLY

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GUI

Diegetic Non-Diegetic Meta Spatial

This is taught in our gamedev and HCI courses.

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GUI

Diegetic Non-Diegetic Meta Spatial

Dead Space (2008)

Part of the environment

Tribocalypse VR (2017) Half-Life: Alyx (2020)

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GUI

Non-Diegetic Meta Spatial

Not part of the environment in any way Your regular HUD

Diegetic

Totem Games (2016) Neverwinter (2013)

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GUI

Meta Spatial Diegetic

Neverwinter (2013)

Non-Diegetic

In the 3D environment.

Tribocalypse VR (2017)

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GUI

Meta Diegetic Non-Diegetic Spatial

Not in the environment The player character should be aware of

Doom Eternal (2020) Need for Speed 2 (1997)

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GUI

Diegetic Non-Diegetic Meta Spatial Good for VR

Immersive!

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Design

Lot of detail and playtesting! Playtesting and iteration (small changes and improvements) takes the majority of time! Common PC game practices do not all apply. Also important:

  • Sound (binaural audio)
  • Accessibility (playing one handed) etc.
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Recommendations

Half-Life: Alyx In-Depth Review by Adam Savage’s Tested https://www.youtube.com/watch?v=h7q5L9B-ZhE Inside Valve: Making Half-Life: Alyx for Virtual Reality by Adam Savage’s Tested https://www.youtube.com/watch?v=h7q5L9B-ZhE Half-Life: Alyx - Angry Review Discussion by Angry Joe Show https://www.youtube.com/watch?v=aWayXQq1rtY APT GameGenerator’s VR Jam Talks: https://www.youtube.com/watch?v=BPMbCL5Ua20&list=PLJsTrgudppKg88ci3OqqmN6B1RxaLkWYg Tribocalypse VR Talk in EEVR 12: https://www.youtube.com/watch?v=lUgh3CssZwY Virtual Reality Game Design Analysis Based on Tribocalypse VR by Jens-Stefan Mikson https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=58201&year=2017&language=en Variety of experiments by Ats Kurvet: https://www.youtube.com/user/exteriorbox/videos The VR Book: Human-Centered Design for Virtual Reality by Jason Jerald

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Thanks!