Pegasus VR
Role | Platform | Team Size | When |
---|---|---|---|
Technical Designer | HTC Vive + Sky Limit VR Chair | 5 | Fall 2019 (15 Weeks) |
Project
Over the course of a semester, we (a five-person team of graduate students) designed, developed, and delivered a prototype experience for a 360° VR chair.
We began with 12 “one-day” prototypes tackling different capabilities of the chair and themes we were personally interested in. Each member of the team worked as a programmer, designer and artist for this phase which helped everyone learn more about the technology and our development pipeline. From those prototypes, we set out on 3 one-week prototypes targeting out client requirement of a replayable experience. One of these three prototypes would then be the building block of the experience we would develop during the second half of the semester.
The initial prototype of PegasusFlying smoothly in the skies above ancient Greece #gamedev #VR pic.twitter.com/VtDzdRh9vD
— Chance Lytle (@LytleOnTheLam) October 14, 2019
After playtesting our longer prototypes, the one everyone wanted to come back to was Pegasus. For the rest of the semester, we faced the challenge of balancing a physically-demanding, skill-based experience with motion sickness. Thanks to faculty feedback and a variety of motion sickness testing methods, we were able to create a masterable experience playable by most people already comfortable with virtual reality.
Project WebsiteImages
Team, Left to Right: Me, Shawn Kang, Zhiguo Lai, Jue Wang, Conor Triplett