In Galactic Havoc, players are on a mission to defend Earth by shooting down incoming asteroids with precision laser blasts. Race against the clock to destroy as many asteroids as possible and rack up high scores in this thrilling VR space shooter. With immersive visuals and responsive controls, every second counts in saving the planet!
Intricate Logic Design: Developed precise mechanics for the laser gun, including targeting, firing, and hit detection, to ensure a responsive and realistic weapon experience.
User Engagement Enhancement: Focused on immersive feedback (Haptics) to heighten user engagement and make interactions with the laser gun more satisfying.
Performance Optimization: Implemented VR-specific optimizations to maintain high frame rates, ensuring smooth gameplay in the VR environment.
User Comfort: Paid careful attention to VR comfort techniques, minimizing motion sickness through design choices, such as stable UI elements and optimized camera movement, to deliver a seamless experience.
Leveraged: VR development knowledge and Unity VR frameworks to enhance user interaction and immersion.
Created a gamified VR logistic delivery experience to be displayed at Dubai expo for Go Comet Company working as VR Developer Intern there.
Don’t Look is an immersive chase game that allows the player to be in the first-player setting and interact with the environment. The player has to undergo challenges and collect Courage Coins to be able to eventually gather the courage to laugh at the face of the entity hence fitting in the the theme for MAKE ME LAUGH to escape their enemy (SlenderMan).
Created: in 48 hours for Global Game Jam 2024, adhering to the theme MAKE ME LAUGH.
First-Person Perspective: Built for an immersive player experience, allowing direct interaction with the environment.
Challenge and Collection Mechanics: Players must complete the challenge of navigating through the dense forest and gathering Courage Coins to build the courage to confront the entity, aligning with the thematic goal.
Enemy Interaction: Features a dynamic AI-based enemy using Unity’s NavMesh, adding suspenseful chase mechanics that adapt to the player’s movements.
VR Controller Functionality: Integrated VR controls to enhance player interaction within the immersive environment.
HDRP Pipeline: Utilized Unity’s High Definition Render Pipeline for realistic lighting and high-quality visuals that amplify the game’s eerie atmosphere.
Pickup Mechanics: Implemented collectible items (Courage Coins) with tracking and interaction logic to influence game progression.
Blender: Modeled all 3D assets, crafting an immersive and detailed environment.
Substance Painter: Applied high-quality textures to enhance the realism of models.
Visual Studio Code & C#: Programmed game logic and interactions, leveraging C# for responsive and smooth gameplay.
Under the guidance of an Associate Professor, I developed a VR application in Unity to study user interaction efficiency based on Fitts' Law. The project involved implementing precise measurement tasks, creating a backend system for data collection, and optimizing code to ensure smooth performance. This work provided valuable insights into human-computer interaction within immersive environments.
Programmed: the core logic in Unity to simulate Fitts' Law tasks, enabling precise measurement of user interaction times and accuracy.
Designed: interactive VR environments to assess user performance across various target sizes and distances.
Developed: a backend system to monitor user inputs and task completion times.
Automated: data logging into Excel sheets for streamlined analysis, facilitating research on human-computer interaction metrics.
Provided: a robust platform for empirical studies on user interaction within VR environments, contributing valuable data to the field of human-computer interaction.