Cyberbounce 3000

 

 

Building Virtual World | Entertainment Technology Center , Carnegie Mellon University

Instructor:Jesse Schell, David Culyba

Duration:3 week

Platform: VR (HTC Vive)

Team Member:Yutong Yan, Ruochen Li, Zhaoyi Liang, Shengzhi Wu

My Contributions: Scene Design, Game Design, UX/UI Design

Overview

 

Cyber Bounce 3000 is a multi-player VR battle game, in which the guests would throw bouncing balls to each other and defend themselves by using the shields. The guest who gets 8 shots win the game.

 

Design Process

 

 

 

 

 

 

 

 

The 3-week design process can be summarized  to several questions below.

 

What are our constrains?

Consider that this game will be displayed on ETC Festival, the players for this game including kindergarten children as well as old people. So most of our game‘s players are naive players which means that we need to make the game simple and easy to learn. What is more, on Festival night, there will be more than 1k people which requires our game need to let guests quickly immerse in a high enjoyable experience.

 

What is the most touching essential experience?

We brainstormed several essential experiences we thought were enjoyable: stealing items from others' house, parallel world, opening a portal to enter the other world... We used board games and role play to quickly prototype our ideas and came to the finial idea:using bouncing ball to battle with another player in an VR world. 

The idea came from the game dodgeball. We all enjoyed that moment when playing this game with simple rules and clear goal. We thought we could build on the basic interactions of dodgeball game: throwing ball and dodging to develop our game. 

 

Which platform is the most suitable one for our game?

Each platform has its own advantages and disadvantages. Based on our design which emphasized body motions, we decided to use VR headsets and controllers which can help us sense players' motions in real world as well as build an amazing and high immersive visual world. 

 

How to create a new experience by using VR technology?

Based on our essential experience, concept, platform and constrains, we began to brainstorm that what could we build on the interaction of throwing and dodging ball. One of the magic of playing game is that players can do what they can not do in real life. Except for throwing and dodging balls in game, what if we develop it to include bouncing ball and using shields to defend? 

 

How to improve players’ experience by design?

Game experiences are influenced by many factors: art, game mechanics, degree of difficulty, storytelling, sound and so on. After several rounds prototype and play testings, we already realized the mechanic of our game. However, we found that players not so excited during game process. One obvious reasons was that they feel kind of difficult of our game. We thought this might due to two causes : one was the design of mechanics and the other was the design of tutorial. We iterated those two parts. Additionally, in

 order to build a highly immersive experience, we also think of using 3D sound effects and visual art design to improve game experiences. 

Using UI design to improve game experience in VR world.

 

A Hot Potato

I am also responsible for UI design. Designing UI on VR platform is very different from traditional 2D UI design. Due to the 3D feature of VR world, UI design is more like environment design. How to make UI looks harmonious in 3D world and at the same time use UI elements to communicate important messages with players ? What is more, how to take use of UI design to contribute to a good game experience? I would like to highlight four ways of our design.

1. Combine UI elements to wearable device of players

We designed a wristband which can show the time bar of balls and shields' frozen time. Players can know when to use their abilities by just checking their wristband. In this way, we avoided making this 2D elements float in the air which always obscure players' vision in game.

2. Start button: Taking use of interaction between two players to start the game

Before the start of game, each players need to go through tutorial parts which means that their action are not synchronous . So we met a problem that who could decide when to start the game. A simple solution is to let one of the two players start the game by grabbing or touching the start button. However, we thought it was a normal experience. How to improve it? We thought of the traditional battle game in our real life like Taekwondo, competitors always need to make a bow as rituals of the game. We want to merge this spirit to our game design. We design the stating part which needs two players touch the same button at the same time. This design got a good feedback.

3. Merge UI elements to scene design 

We used to see health bars floating on opponents‘ head in traditional game. However, in our game , it is difficult to see the health bar clearly in this way due to a distance between two players. To solve this problem, we put the health bar under players' locations as a decoration part of scene. In this way, we fixed the health bar as well as made it clearly to see.

Health Bar

4. Customized players’ experience by adding more interactions 

People always feel satisfied and excited when their experiences are unique. At the end of our game, we also designed a part for the two players to memorize their game experience. They can pose  and take a picture together. 

Scene Design

 

I designed and modeled the scene by using Maya, Unity3D.

Reflection

 

Some thoughts of using the interaction of bouncing ball in VR game.

To realize the bouncing motion in game, we need computer to calculate the tracks of each throwing action from players based on the initial velocity and direction. However, in this way, calculating tracks can not 100% simulate the real and cause deviation which would influence players' experience to some extend. By this analogy, we should take care when we choose to use such interactions (shooting a long distance, throwing, casting...)