Delve into the world of espionage as a bumbling secret agent, equip with your wits and the equipment salvaged from your predecessor. Infiltrate classified space stations, distract the inattentive guards and use your top of the line equipment (and maybe a plunger or two?) to complete your mission and make the government proud. Master the art of environment manipulation in VR doing everything from hacking into the stations systems to using every day office supplies as weapons of mild inconvenience.
The player, a severely under equip secret agent, must use everything available to help them complete their mission. This is where the potential of VR shines as it allows players to interact with the environment with unmatched levels of immersion. Everything within the world space is moveable or manipulatable in some way. Players can move objects to distract enemy personal, hack into systems to cause disruptions or even turn the defences against the stations occupants. Upon successful completion of each mission, players will be granted more funding to help beef up their arsenal and better equip themselves for the next mission. It is critical players choose their upgrades wisely as the government has a strict no refund policy!
Level / World Design & Development
Companion Artwork (Wrist "AI")
Gameplay Systems Design
VR Wrist UI Elements & Companion
Designing intuitive VR interactions
Understanding effective tutorial design
Constructing worlds for VR experiences
Witty dialogue and characters: The players one and only companion, Eddi, is designed to be a constant reminded of the games light hearted nature, constantly giving sarcastic and quirky remarks to the players actions.
Guidance: Eddie will explain the encryption minigame to the player. If the player is stuck they are able to request help from Eddie and he will be able to prompt the player on how to progress further.
The AI companion, EDD31, provides subtle guidance throughout the game in the form of witty hints and nudges, but the environment also plays a large role in this. Interactive objects and clear level flow will help direct the player throughout a mission. Non-intrusive UI elements will also be utilised to help the player identify controls, mission objectives and objects of interest. The difficulty will ramp up gradually over time, with new mechanics introduced organically throughout gameplay. If a player gets stuck, Eddie’s hints will become more specific and useful to help move the player on within the level. By catering to all levels of skill the game is accessible to a wider audience and effectively works towards the overall goal of a fun, light-hearted experience.
Screwdriver:
The screwdriver will be used multiple times throughout the experience and plays an important role in the first level. The screwdriver is used to remove screws on doors, locks and vent covers. To do this, players must rotate their controller in a clockwise fashion ranging from 0 - 180 degrees. Each screw requires 440 degrees of rotation to be removed. Once this rotation is reached the screw will fall onto the floor and becomes an item the player is able to pickup and interact with how they see fit. This interaction is very similar to other VR experience I have played including Job Simulator and Ziggy’s cosmic adventure.
Ventilation Cover:
The ventilation cover is a recurring object throughout the game, allowing players access to new areas of the level and a way to hide from security. To gain access to vents, some will be screwed in and need to have these removed using the screw driver, other will be unlocked. Once a vent is unlocked players need to place two hands through the bars and light the grate out of the wall, placing it anywhere they like. Players can leave it to the side or have the option of slide it back into place behind them. To enter through them players will need to crouch through the doorway before then being able to stand back up again. This mechanic utilised a basic function of being able to grip objects in VR. This is a simple task and will be executed following the principles list out by meta on their website. (Meta, n.d.)
Keycard scanner/reader:
The keycard scanner will be used by the player to enter restricted sections. Players will first need to obtain a keycard. The keycard is a physical object that gets stored in the players inventory. When it comes time to open a restricted section, players retrieve the keycard and insert it into the card reader, waiting for a green light and a beep, indicating the door is now open and players can proceed. The keycard is a common design choice in games and its benefits and explanation of implementation can be clearly seen in an article produced by game designer Chris Crawford titled "The Art of Computer Game Design.” (Crawford, 2003)
Laser knife:
The laser knife is a multipurpose tool that allows the player to cut wires and open wall panels. This tool is only usable on fabric wall panels which will contain electrical circuitry behind them. The player can destroy both wires and circuit boards using this tool, however it will be ineffective for most other materials. It can also be used to stun guards however the player must do it stealthily as if they get caught they will be captured and reset to the previous checkpoint. The blade will stay active permanently, so the player just needs to equip it and use a cutting or stabbing motion on an object to cut into it.
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