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RushRushVR

RushRushVR is a VR game, inspired by Nintendo's WarioWare, made on the Meta Quest 2.

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Details:

  • My role: Gameplay Programmer and Game Designer

  • Team size: 5

  • Dev time: 7 weeks

  • Contribution: 

    • System/Content/Level Design​

    • Game Design

    • Gameplay Programming

    • Documentation

Made with: 

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Premise

This game was inspired by WarioWare. Players will be challenged to complete multiple microgames in a short amount of time with minimal instructions. The final version included 9 microgames. Just like the game it was inspired by, RushRushVR aimed to place players in a high-intensity environment through fast-paced gameplay.

In Action

Game Design

Pre-Production

  • We wanted to utilize the Bow Game prototype without building upon it further​

  • We decided to create a VR version of WarioWare that would include it as a minigame.

  • Trello board to assign and keep track of each member's tasks​

  • Each member was responsible for at least 1 minigame. I developed 2 minigames for the game

Minigame 1

  • Players are given minimal instructions at the beginning of each game to keep the player guessing​​

  • Arrows added by another group member to indicate where players should look

Level Design

  • Simple level layouts

  • From one glance, the player should be able to understand the task

  • Designed the level to be at a dining to indicate to players that they must eat

Gameplay and Programming

  • Players will spawn with a fork in hand. They must use the fork to pick up food and eat it.

  • Trigger at the tip of the fork disables the food object's rigidbody, enabling attachment to the fork

  • Another trigger as a child of the player camera to act as a mouth​

  • Added haptic feedback and SFX to indicate food is eaten

  • Minigame manager keeps track of how much food and time are left. Players must finish eating before time runs out

Minigame 2

Level Design

  • Players must feel that they've been caught red-handed

  • Soldier with a gun placed in front of the player to create pressure

  • Server room used as a narrative piece; maybe the player got caught hacking?

Gameplay and Programming

  • This minigame acts as a break in rhythm from the rest of the game

    • Most of the minigames require constant movement; this minigame suddenly forces the player to stand still​

  • Left and right-hand distance sliders

    • Indicates to the player how much tolerance there is to their movement​

    • If either slider fills up, the player loses​

  • Distance is tracked by comparing each controller's starting vector position vs. current

Postmortem

Over the course of this project, I was familiarized with VR game design, Unity's XR SDK, and VR UX. This was one of my first major XR projects, and I'm satisfied with how it turned out. Because I didn't have much experience working with VR before this, I felt that everything was brand new to me. It almost felt like my prior game design and scripting skills went out the window. Nevertheless, I was able to work well with my teammates to pick up the skills required to make a VR game.

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​If I had more time, I definitely would have wanted to add more feedback to the game. I felt like the game could have used more visual effects and haptic feedback to notify the player of what exactly was happening. The "You move you die!" minigame could definitely have used some controller vibration to notify the player if they were moving too much. I also would have wanted to use more original assets and music so it could have been easier to release the game on the Oculus store.

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