Adventure VR - Quest, is the second version and more defined redirected walking experience of the original Adventure VR developed for the Occulus Quest. The original was created for and on the backpack Omen PC's so that the user could walk uninterrupted in a space without the worry of hitting tethers due to the computer being on their back. The Quest version eliminates the need and use of the backpack PC as the simulation can be run on the Quest with no big issues (aside from minor lighting issues). This version we completely started anew and tried to create more intuitive door puzzles that were more accessible for everyone to use.
This experience had the user completing 3 simple and easily accessible puzzles that would help re-power an ancient lost city. Navigating the space with their own locomotion solved most of the motion sickness that comes from standard VR experiences, that being said we still faced the trouble of legs not showing when you looked down. To this day you are still a floating head and hands within the experience.
We rebuilt this version of the experience from the ground up. Utilizing redirected walking and the Oculus Quest we focused on building a mobile and self contained experience that only needed 10ft x 10ft. The biggest thing we did was drop the inspiration from the Indiana Jones series that was prevalent in our original showing, and created an original experience. My role in this project was primarily as the producer and QA to help ensure the project was fully realized during production. My team was extremely hard working and it made my part so much easier, our most noticeable issue was the lack of sound but, we hope to remedy that. Adventure VR (Quest), was nominated for two separate awards at the GDEX awards showcase (Best in Show AR/VR and Most Innovative).
Showed and nominated at the GDEX Convention in Columbus Ohio in 2019