Information

Don't Knock - VR Horror Concept

Description

This project was done as part of teaching a VR workshop for the master students at The Royal Danish Academy. We've focused on created a stable prototype, following best practices in the fields of programming and high-definition pipelines, to inspire similar student projects.

Case

Collaborators

Jonas Juhlert

Skills

VR

Game Design

Aesthetics

3D Art

Project

Atmosphere

The aesthetics of the demo is inspired by games like "Little Nightmares". We chose this aesthetic because we wanted to play with how light and shadows could be cast by objects in the players hands like a lighter and a flashlight.

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Interaction

One of VRs biggest strenghts is the feeling of immersion and being within the world of the game. To further play into this feeling, we designed our demo around being able to interact with everything in the room.The player could interact with drawers and lightswitches by grabbing and pulling. Some objects were given multiple interactions. The door has two distinct interactions, the handle and the door knocker. Paintings have two interactions mapped to the same action. Players can grab paintings to skew them in place, however using too much force will rip the painting from the wall.

(Hover over the visual to discover the correlations between each datapoint)

Dynamic Listeners

Every grabable item in the demo derives from a parent class, which is coded to respond to every event raised by the controller holding it. In this way, objects themselves could define what buttons they required and what said buttons would do, without requiring multiple scripts.This functionality extended not only to the buttons of the controller, but also the directional sticks, analog triggers and touch-sensitive areas of the controllers.

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(Hover over the visual to see examples of how the model is used in different cases)