The Puzzler: Design and Development Documentation

Introduction

The Puzzle Project is a mobile VR application built using Unity 3D for Udacity VR Development Nano-degree program. The puzzler is an interactive VR game, where the player should solve the puzzle i.e., correctly repeating the sequence by clicking on the glowing spheres, which leads to the exit of the building.

Considerations:

A simple, user-friendly and mobile friendly design approach was the main motive in designing this application. Scaling, Motion smoothness, Audio — Visual effect, Lightning effects helped to evoke a foreboding atmosphere.

The Puzzler

The documentation below describes the design process of Puzzler, from initial concept and design sketched to development, user testing, feedback, and iteration.

VR game Puzzler — Gameplay footage of final version of Puzzler

Process

Statement of Purpose

The puzzler is a mobile VR application for new VR users who wish to solve a puzzle game in a new way.

Persona

Name: Bat lego and Super lego

Age: 20

Profession: Full-Time Student

Location: Oklahoma

Activities: Bat lego and Super lego love to code and solve Rubik’s cube under two minutes. He enjoys playing soccer in PlayStation and watches most of the soccer matches.

VR Experience: None

Design Sketches:

Designs for The Puzzler game were sketched on a paper to give the overall layout of the game, the positioning of objects, lighting, and the flow of movement. The UI was also sketched out to give ideas of positioning and the size and type of text.

User testing outcomes and iteration:

I conducted the user test with two persons who were experiencing VR for the first time.

Testing the Scale:

o User was asked about the scale of the dungeon, visibility of all the objects like display boards, orbs, barrels and roof of the scene.

o User complained about the orb locations as he felt the gap between the orbs was minimal.

Image showing the first version before orbs position was changed

o Based on the user feedback the distance between the orbs was increased.

Image showing the iterative process where orbs were positioned to increase the distance

Scene Lightening and Mood:

o User was asked to describe the mood of the environment and to which he response was that he felted like a deserted environment with slightly gloomy and archaic setup. The user also gave other valuable suggestion like the alignment of the start and end instruction panel being a lower than their expected range and the lightening of the scene changed from bright to dark.

o Based on the user feedback the alignment of start and end screen was slightly raised such that they stay parallel to the users view. The light intensity of the torch was reduced.

Image showing the Start being lower in height
Image showing the change in Start sign height.

Testing the Movement:

o User was asked about the feel while moving from door to inside of the dungeon. The user felt comfortable, as the pace was appropriate. There was no signs of simulator sickness or discomfort from the motion of the game.

Breakdown of the Final Design Version:

The final version of the products sums up to the dungeon, audio and visual feedback of the scene by considering the user feedback and implementing those in multiple iteration. Please have a look at The Puzzler application in the above images and video clip attached.

Conclusion:

This application provides the user with a great VR experience and it motivated the users to dig deep into the VR world. I have learned design techniques and iterative process of developing a user ready product by developing this application.

Future Versions:

· The complexity of the puzzle can be increased each time the user finishes the puzzle.

· The scene can be improvised by adding trees, making the environment similar to an isolated dungeon in the woods.

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