An Outer Space Puzzle

Puzzles allow education, entertainment, and leisure time to be found in the same practice. This project positions the player in outer space, providing the player an opportunity to solve a puzzle similar to a 3D Simon Says and win a chance of gazing at a 3D picture of the Milky Way.

6 floating Orbs produce a sound sequence

Enigma

Game view
Game Room
Game play of a Enigma. Watch video with VR viewer

A cosmic room amidst the milky way proves how simple a mobile VR game can turn leisure time into a wandering experience. With a logical trial and error approach, players are able to solve the puzzle and go on.


Development Process

Statement of Purpose: Enigma, as a mobile VR application, challenges users to get acquainted with VR games while enjoying simplicity.

Persona

Project’s persona is Edward Nygma, a 27-year-old professional puzzle-solver; he has a beginner level of experience using Virtual Reality. He looks forward to implementing VR in his future projects and thinks games are essential for learning. “Riddle me this, riddle me that, now the real game begins.”

Sketches

These are some abstract sketches that helped the design development of Enigma.

Playroom Design
Start and Restart UI

User Testing

User testing provided elemental feedback for adjusting motion, lighting and prefabs. Making changes in the room’s scale while removing barrels and torches; changing the mood from a medieval stone room to an outer space puzzle, portrays the chronicle of User Testing. Motion was slowed to decrease chances of feeling motion sickness.

Game view before iterating

U1

Q: How do you feel within the experience? Do you feel bigger or smaller in comparison to other objects?

A: Mentions how barrels gave an antique feeling, the dark door behind him scared him.

Changes were made to skybox and removed some prefabs that gave antique feeling.

U2

Q: How would you describe the experience?

Mentions the mood as medieval and lightUp of obrs as monotonous.

Added color and sound variety to the orbs

U3

Q: How do you feel according to the rooms scale.

Mentions door’s size as one of a window (changing its size into present experience).

U4

Q: How does the experience feels? How is its mood and size?

Experienced discomfort with motion. User was not wearing glasses as usual.

U5

How would you describe this experience, its size, colors, and mood?

Experienced discomfort with motion and colors.

Being the second user to comment on motion sickness, iteration was made on start and restart movement; after trying again, user 5 mentions no discomfort as the motion is slower.

Breakdown of the Final Piece

The player enters into the room where 6 obrs produce a sequence of sounds and color. The player must gaze into the obrs and click to repeat the correct sequence and solve the puzzle.

Start UI
Game room gazing towards end door
Restart UI after winning

Coming back to Earth

Puzzles can be found anywhere around us, specially if we consider the infinite array of puzzles we can create. Enigma provided me with the skills to iterate and design projects from many other perspectives besides mine. Learning to develop experiences for other people is very challenging, specially if one does not personally know the user. Working together to solve any puzzle is what intrigues me most about Homo Sapiens; I can see some qualities found in Enigma being used in future projects that might lead the VR industry into a great educational tool.

Like what you read? Give Alberto Garcia a round of applause.

From a quick cheer to a standing ovation, clap to show how much you enjoyed this story.