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The Art Institute of Portland Tests New VR Games Designed by Students

By: Krasimir Karamfilov Filed under: Gaming & Technology

February 26, 2018

On March 14, 2018, at 6:15 p.m., two teams in the Advanced Game Production class (GA493N), taught by Game Art & Design instructor Nicole Dunsire, will present two new virtual reality (VR) games to fellow video game developers and designers as part of a final round of testing. This round of testing will help determine the VR Challenge winner and provide a platform for the students to speak about what they have been working on over the last three academic quarters.

VR class 

The Art Institute of Portland’s advanced game production team of students has been working on a student VR experience utilizing Oculus Rift. This is the first time many of the students have experienced VR, let alone create for it. The class is divided into two teams that are competing against each other to create the best VR app.

VR class 

The two game projects are as follows: 

Game Project #1: The Magician's Apprentice

Target Platform: Oculus Rift or Vive HTC

Game Synopsis: The player is placed in an experienced wizard’s library, a beautiful, fully realized space. A note on the desk in front of the player, written by the wizard, brusquely instructs them not to touch anything, and to leave everything as they found it. The player can remove books from the shelves and open them; however, as it is a magical library, the books open portals into their respective worlds, and objects can be pulled from the stories, which have unexpected and exciting consequences. The environment has many destructible elements, and objects from the books wreak havoc in the library.

VR class 

Game Project #2: Project Hard Suit

Target Platform: Oculus Rift or Vive HTC

Game Synopsis: Hard suit is a single-player VR experience, involving the scavenging of materials from a hostile world surface, in order to build or repair objects, notably yourself, as your hard suit is in terrible disrepair. The player navigates a singular environment contained within the hard suit, which houses a number of controls, switches, panels and screens, which dictates the actions of the hard suit, and is the primary interaction with the environment they are enclosed in and interacting through. All game-play comes from the player-controlled cockpit, which is dotted and stuffed with all sorts of controls, none of which are unusable or without purpose. The user interface is handled by using a blue binder that players will have to grab from underneath their front most panel, which houses all menus available to the player, such as settings, saving, and controls, as well as a basic rundown of the player compartment functions. Player interactions are controlled from the cockpit, using VR control schemes to allow for the pressing of buttons, flipping of switches, the pushing and pulling of levers, and the like. The player should feel as if they are in a giant industrial clunker, the kind of device that take a beating and just keeps chugging along, held together by duct tape, hopes and dreams. The cockpit should be steaming in places, sparking in others, on fire sometimes, but never really broken down. Colors eliciting heavy industrial equipment should be used to denote most areas of use, with cautionary colors red and black located throughout the cockpit to serve as visual warnings.

VR class 

The game testing is open to all video game developers and designers in Portland.

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By: Krasimir Karamfilov Filed under: Gaming & Technology

February 26, 2018

video gaming industry game design