
KELLOGG'S MARVEL'S CAPTAIN AMERICA: CIVIL WAR VR
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Role: System / Level / UX Design
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Genre: VR Action On-Rail Shooter
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Engine: Unity
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Developer: Bully! Entertainment
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Client: Kellogg's / Marvel
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Total Dev Time: 2015 - 2016; 6-7 months
This project is a Mobile Google Cardboard VR tie-in for Marvel's Captain America: Civil War. Players take on the role of Captain America, Iron Man, and Black Panther through different scenes of the film in an on-rails-shooter style of action game play. In a cross promotion with Kellogg's, players can unlock special features and extra goodies by scanning various Kellogg's products.

TASKS / RESPONSIBILITIES
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Authoring GDDs, priority lists, and asset lists.
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Creating client-facing presentations and project updates.
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Managing and adapting project scope throughout the project's life.
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Wireframe all menus and other UI.
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Writing copy for all UI and menu elements.
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Sketches and white boxes of Level Design of each level on a macro and micro scale.
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Content design of enemy waves; timing, quantity, and variety.
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Designing the combat mechanics for each character, enemy behaviors and varieties, traversal mechanics, and boss fights.
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Designing the tutorial and FTUE.
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Orchestrating and documenting player testing.

DEVELOPMENT PROCESS

Normal HUD placement does not work in VR since you can only clearly see what is close to the center of your vision. This required a total rethinking of how a HUD should be organized and placed.

HUD has to be built differently in VR to account for depth perception, this diagram outlined where and how each piece operated within space.

Because our platform had no buttons, users had to navigate with their gaze. I devised a method of unfolding menus that created safe places for users to navigate.

Our target audience also would have no experience with VR or possibly even games, so the menu had to work as intuitively as possible. This wireframe outlines the final direction for it.