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Noman Ahmad, Victor Huang, Michelle Lucero, Alyssa Ma
This game examines a virtual reality experience that was created to emphasize environmental immersion. The goal was to combine lighting, sound, and user directional choice to simulate the most immersive experience possible. We incorporated a night-time forest as our environment setting in order to deliver this experience.
Hannan Abid, Steffen Loh, Joseph Ruocco
This is a ”Poacher Protection” game where users can explore the endogenous (food and reproduction) and exogenous (poachers) factors affecting an ecosystem. The main objective when we first conceived our ”Poacher Protection” game centered around an exploratory animal protection experience. In this experience the user can take part in preventing poachers who are trying to kill the animals and see the consequences they (the poachers) have on the habitat. The goals are for (1) create an day-night environment and ”ecosystem” of randomly spawning wolves that roam the environment and ”consume” the grass objects. (2) a fence building mechanism for users to create a fence that they can place wolves into (3) A light pointing mechanism that can ward off predators that inhabit the environment during the night phase.
Marko Grgic, Nixon Lazaro, Jiancong Lu
The aim of this project is to create a replica of Portal using VR. We ultimately chose the Portal idea because of the amount of features that we could add, such as:
- Portal traversal – Moving through portals fired from a gun made for some interesting puzzle levels.
- Object grabbing – Picking up objects and allowing them to interact with the world can add to the immersive puzzle qualities of the game.
- Particle effects – Visually appealing special effects. This can include: fire, gun blasts, explosions, portal animations, etc.
- Portal gun – A gun that allows the player to place portals on a particular surface. It is easy to implement and fun to use
Eric Truong, Caitlin-Dawn Sangcap, Oleksandr Taradachuk, Yaroslava Shynkar
This project implemented a space exploration game in which the players scour solar systems hunting for treasure. We decided to make an interactive first-person space shooter, treasure hunt game with enemy ships and aliens, an upgrade system and original music. The game was inspired by a different game called “Outer Wilds.” ”Outer Wilds” is a game in which the player is stranded on an unknown planet and the player must scavenge around for materials and resources to survive. We decided on the environment being in space because we wanted the freedom to fly about and explore the world that we created and we did not want to be limited by the rules of gravity.
Brian Chambers, Troy Daniello, Alyona Karmazin, Chi Shing Lee
An ‘Escape the Room’ puzzle game with mystery sci-fi themes was implemented to take advantage of the limited Google Cardboard VR. The main objective for the project then became using different types of puzzles and environments to provide a variety of interactions and, as a result, create an immersive and engaging game.
Ralph ”Blake” Vente, Boubacar Diallo, Natanael Feitosa
This game is modeled after the independently produced game Race the Sun. When the user launches the game they are transported into a game world with an “infinite” plane before them. Upon this plane lies their in-game avatar, the “hovercar” model. The hovercar begins moving slowly and then picks up speed. This carries the hovercar towards a track with walls surrounding the in-bounds game environment, and within this track, there are rocks, targets, and power-up items that spawn. The objective of the user is to survive as long as possible to accrue the highest score they can. The user will be awarded flat bonuses for every objective target that they collide with. They will suffer one unit of “damage” to their vehicle with every obstacle they hit. The power-up will be a “shield” and gives invincibility so players can “phase through” the boulders. The user will be able toggle their point of view of the plane from first person perspective to a 3rd person perspective. We implemented two perspectives so we can gauge which perspective allows the user to feel more immersed in the game and causes the least amount of motion sickness.
Jackson Lu, Alvin Rosario, Jessica Wong, Sunniyatul Quaderin
The objective of this game is to create an interactive and intriguing Virtual Reality (VR) game using the Google Cardboard virtual
reality device. The game consists of a variety of puzzles that require different approaches to solve. The authors decided to go for an “escape room”-
like approach. The player spawns in a room surrounded by many objects, some of which they can interact with. The rooms also have hints and
follow principles of good game design by providing the player with clues to help solve the puzzles and indications about what to do next. The
objective of the game is for the player to attempt to solve the puzzles which eventually leads to “escaping” each room, which conclusively
leads the player to find their home.
We designed an interactive 3D Maths (Algebra) simulation and visualized it on three different systems (CAVE, 3D Desktop and Smartphone).
The VizSpace combines touch technology with mid-air interaction to enable the user to interact underneath the screen.
The Rock Box application is a modification of the Leap Motion Sandbox demo. In place of cubes, the user can pick up, scoop up, push aside, and toss 5 types of rocks.
The Surgical Demo application allows the user to view the patient and hear its bodily functions when touched by a Leap Motion hand. The transparency of different parts of the body can be modified for a more detailed view