Burden of Bravery is a lore rich, Virtual Reality (VR) horror game.
In this horror experience you are to brave the dark forest, the daunting catacombs, the secrets of the mages quarters and something in the dark. You are an adventurer looking for gold and glory when you stumble upon this ancient place.
The hub world serves as a safe place for the player to get used to the controls and begin immersing themselves in the world. From the hub, players can change to any other level and also read up on some of the lore behind the world.
The Hub World has gone through several iterations, with each iteration improving upon the intuitiveness of the interactions within the hub world. Reduced ambient lighting and more focused point lights helped players navigate the hub world a lot better.
The spooky forest will be the first leg of your journey. Find your way through the darkness with nothing but your torch to light the way.
The forest serves to set the atmosphere for the game and build up as much tension as possible to prepare players for the following levels. Additionally, players can familiarise themselves with the torch and open movement. There are several points throughout the forest which trigger events such as atmospheric audio, and if players are lucky, they might even catch a glimpse of their hunter...
The dark and enemy-ridden catacombs are the mid-stage for the game. It is the bridge between the spooky forest and the puzzle room of the mad mage.
We introduce the combat system of Burden of Bravery in these depths and as such need to plan and layout the level for this. The player will face off one with skeletons as they progress forward, the only way they can go.
At the end of the hallway and the area the player will experience the monster that has been haunting them - B.o.B. They will be pushed forward into the puzzle room knowing the threat is right behind them.
For our level we had a totem mechanic that we iterated on many times.
For the level we have four totems that open a gate and the way that the totems used to work was that the player would put their hand on the totem and press one of the triggers and the totem would spin. After playtesting it a bit we found that people didn't know how to interact with the totem so we then implemented a button next to it that when clicked on would rotate the totem.
After even more playtesting we realized that none of the prior levels emphasized clicking on objects to interact so players still weren't sure on how to interact, so as a result we made the button a physics object that you could physically push on top of using a shine effect on the button to draw the eye.
The treasure room is where the final fight of the game takes place and as such is quite an integral scene. It features a large banishing circle in the centre of the room with three candles that, after each being lit by the player, will trigger the start of the boss fight.
The circular design carries over into the boss fight as the player must use all 360 degrees of rotation that the headset offers and spatialised audio to catch out BOB before he can reach them. It's pretty wild yo.
Project Lead
Skills: Producing, Game Design, Level Design, Narrative Writing, 2D Pixel Art, Voice Acting
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Skills: narrative writing, level design
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Skills: Asset design and implementation
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