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VR ARTEFACT_PRODUCTION

Art and Visuals:

Main menu

A well-designed main menu in a game is essential. The main menu is where players begin their game and find important information and guidance. One key aspect is teaching players how to use the game’s controls through induction. This helps them become familiar with the rules and navigate the game easily.

The main menu is also a great place to include cautionary messages, especially for VR games. These messages remind players about potential risks like motion sickness and the importance of taking breaks. By including these warnings, developers show that they care about player safety.

A well-designed main menu not only creates a smooth and user-friendly experience but also prioritizes player comfort and safety. It sets the tone for the game, providing essential information and precautions, and ultimately improves the overall gaming experience.

Here is the main menu I made for the game.

Clown Scene_Day time

In the “Clown Scenes Day Time” scene of the game, I drew inspiration from Thorpe Park in London to create a chill and cosy vibe. I utilized the terrain to sculpt the shape of the hillside and incorporated an amusement park package from Taobao, customizing it with vibrant colours. Additionally, I added characters from Maximo to enhance the atmosphere of the scene.

Clown Scene_night time

In the clown scene, I created a chilling and eerie atmosphere by incorporating white and green-coloured lights. These lights added an unsettling vibe to the surroundings. For the background music, I carefully selected a track that enhanced the suspense and tension throughout the scene.

I incorporated three jump scares to intensify the horror experience. The first jump scare occurred when the player triggered a certain event, causing the clown to disappear with a sinister laugh. Then, unexpectedly, the clown appeared and crawled on the road, adding a startling moment. Another jump scare happened when the player reached a specific area, causing the carousel to start spinning with the clown suddenly appearing on it, only to disappear moments later.

To progress further, players had to walk a certain distance to a deserted room and choose one of the doors, leading to the next level. As the player moved past the carousel, the street lights on the side of the road would turn off and then turn on again, creating a sense of unease. During this moment, a clown would flash briefly, adding a quick scare. Finally, the swing in the scene would sway and emit eerie noises on its own, enhancing the unsettling atmosphere.

Overall, the clown scene aimed to deliver a terrifying and memorable experience, incorporating well-timed jump scares, atmospheric lighting, and haunting background music.

Player feedback after final presentation

Abhay, our playtester for the presentation, provided valuable feedback for our game (Thank you, Abhay!). Despite being aware of some of the jumpscares in advance, he still found the overall experience successful and engaging. However, there are also some problems we need to improve. Firstly, there was a humorous moment when he couldn’t reach the ladder in one scene. Additionally, in the 3 doors stage, there was an issue with the activation of lights or the visibility of an image. I’m unsure if Abhay was looking in the wrong spot or if there was a bug, but I will investigate and fix it before submitting the project.

The Sound

The collaboration with the Sound Art group students did not meet the expected level of cooperation. Unfortunately, they did not provide all the required sounds for our project, except for Alan Zhang who contributed to the clown scene and main menu scene.

Fortunately, after the final presentation, I received valuable feedback from both the teacher and fellow students who playtested our game. This feedback provided valuable insights on how to enhance these scenes, particularly considering the horror experience we aimed to deliver.

Taking the feedback into account, I made adjustments to the clown’s animation timing and changed the triggering location for the clown’s exit. I made these changes to make the game more immersive and realistic for players.

I’m grateful to Alan Zhang for providing the sounds, which saved me the time and effort of searching for them online.

Sources

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