UX / Level Design
AT&T GO PHONE VR
Role: Game/Level/UX Design and Art Direction
Genre: VR On-Rail Shooter / Collectathon
Developer: Bully! Entertainment
Total Dev Time: Roughly 1 month
Platform: iOS / Android
When I was told the length of the deadline for our next project I was very skeptical to say the least. To make a whole VR game in a matter of weeks for a grossly under-powered device? Impossible! I'm quite proud of this little shovel ware title just for what we were able to create within the short time allotted. This colorful and fun little VR is a product of some very clever and quick solutions. It was also my first time leading the team forward with Art Direction and I'm quite pleased with what the team was able to create.
The requirements for this game were pretty simple but our very short deadline made this a pretty challenging project. Given the mobile VR platform it made sense to again rely on gaze based mechanics and beacon movement. This was only going to be played for about 2 minutes at an event, so coming up with something totally new wasn't really necessary, so to save dev time I based the mechanics off of what was at the core of our previous project, Captain America VR, and replaced the enemies with coins for the player to collect.
The client needed the product to quickly push users through an experience, so we made the level very short and removed a death fail state to ensure that the pacing wouldn't get interrupted. The game needed risk and stakes, collecting coins was kinda boring all on it's own, so I designed every obstacle around the idea of making it difficult to collect them. The coins would fly quickly through the air, enemies would try and steal coins you already collected, and a short timer left plenty of risks to make it a fun little game.
The short dev time and the hardware limitations of the target device created a very unique problem. We simply could not make a VR game using the quality of graphics we used in previous VR projects, so I came up with an art style that would use the lowest amount of memory and give us the biggest visual appeal. Flat colored low-poly models where there isn't a need for textures, just colors assigned to vertices. All detail was placed as part of the geometry rather than a texture, so even on the target device's low screen resolution you could easily read objects in the game.