Kexin Kang’s Puzzler Project Documentation

Introduction

This is the documentation of my VR puzzler game Udacity program.

Puzzler is a mobile VR application which allows the new VR users to experience the VR technology by playing a pattern memorizing game like Simon says in a virtual reality.

Puzzler Walkthrough video link:

In the puzzler, the player will walk in to a dungeon after click a start panel. In the dungeon the player needs to win the game by memorizing and repeating the sequence of the lighting up orbs. After finish the game, the player will move out the dungeon and can restart the game via a restart panel.


Process section

Persona:
  • Suzie Kang, 14 – student
  • “I can’t wait to try every high-end and cool technology.”
  • She is a middle school student who is accessible to and familiar with many electronic technology equipment. She has spent a lot of time in mobile phone and social media platform. She is also interested in playing games outside her school time.
  • Experience level with VR: None

Sketches for Puzzler VR environment and panel designs:

User testing and iteration


User testing documentation #1:

Date: 16 May 2017

Number of respondents: 2

• Q: How’s the scale of the dungeon? (how big you think you are?)

• A: Door is a little bit short.

• The entire room is small.

• The room’s and barrel’s scales are reasonable.

• Q: How’s the atmosphere (mood)?

• A: Old, a little bit creepy, gloomy, and rural feel.

• The lighting is too bright to make something scary happen.

• Absence of environment outside the dungeon.

• Q: Is there anything difficult to see (visually not well)?

• A: The words in the interface near the exit are vague.

• The Left torch is fuzzy.

Adjustments:

• Adjusting the lighting and make it darker.

• Darkening the ambient light’s intensity.

• Enlarging the torch.

• Enlarging the gate.

• Enlarging the scale of the whole room.

• Changing the color of orbs and spot lights.

• Adding mountain outside the dungeon as environment.


User testing documentation #2 (for interface):

Date: 20 May 2017

Number of respondents: 2

• Q: Are you seeing a panel?

• Yes.

• Q: How big the panel is?

• Scale is fine.

• Getting fuzzy during moving the cardboard.

• Some words are not clear.

• Panels are too closed to the player.

• Q: What do you think is the panel for?

• to start the game and restart the game.

• Q: What do you think will happen if you hit the button?

• The game will start.

• The instructions on the panels are understandable.

• Q: What the next panel is for?

• Restart the game.

• The buttons are understandable.

Adjustments:

• Enlarging some words on the panels.

• Adjusting the distance between the panel and main camera.


User testing documentation #3 (for movement & simulator sickness)

Date: 3 June 2017

Number of respondents: 2

• Q: How’s the speed of movement?

• A little bit fast.

• Q: Do you feel any sick?

• A little bit.

Adjustments:

• Reducing the speed of movement.


Final user testing documentation

Date: 8 June 2017

Number of respondents: 2

• Q: How’s the overall experience?

• A deep immersive experience.

• Q: Any comment or concern?

• The panel and the door are too closed from the main camera.

• Feel a little bit simulator sickness during moving.

• Q: What do you think about the game?

• Overall is an interesting and complete work.

Adjustments:

• Moving the camera far away from panels and the dungeon.

• Adjusting the movement speed.


Breakdown of final piece

Lighting

Four spot lights and a point light are placed in the dungeon. The overall lighting is gloomy to fit the creepy environment of the game.

3D modeling
Movement

In this project, waypoint movement and on-rails movement are used to let the player moves in and moves out the dungeon.


Conclusion

Through this project, I learn how to use user testing and iteration to improve my work until it becomes a completed and nice game. The importance of documentation has also been emphasized during the project. This project is a valuable experience to let me be familiar with a general VR game-making process.


Next steps

A future enhancement for the game would be adding more 3D model objects into the environment such as dead trees and clouds on the sky.

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.