Ready Made Exhibition
A virtual reality thesis exhibition
For my thesis I made a virtual reality thesis exhibition. I took all of my peers work and put them into a game engine and I made a level for each students work. The goal of the experience was the escape a maze made out of each students thesis exhibition. As if your are stuck in our creative process and trying to escape it.
main features include
Experience each students thesis project as a Virtual Reality Level.
Try to escape a maze.
There were a total off 14 levels. Featuring over 1,000 different images and videos.
Role: Game Designer, Developer
Client: Personal Project
Platform: PC, Mac, Oculus Rift
Tools Used: Unity 3D, C#, Oculus Rift SDK 1 & 2
example Project for Vr Thesis
Overprinted New York Magazine spreads. Exploration for my final thesis based on the concept of structure and chaos and the interplay of hiding/revealing as a means of communicating information. Reverse censorship, blacked-out the text to reduce the chaos and let the viewer focus on a simple form, the hands.
revealing hands level
How I Used Textures
The textures in the game are used as game mechanics. They alter the players perspective of where they are. So they are constantly challenged by the images to escape the game like a maze..
Level Design System
Each week my peers thesis project would change. So when their project changed so did mine. My thesis project was dependent on theirs. So I had to create a level design system around that unstable time-frame. Since there were fourteen other students in my thesis class I didn't not have a lot of time to ideate and iterate fourteen different levels while adding new content. Gratefully I ran into this challenge early on and was able to prototype early by building the levels using a block level editing technique. Through experimentation and play-testing I came up with the following level design principles that would help build out the rest of my levels.
Ultimately I decided to design a level system around three keys properties which are Scale, Density, and Movement.
Player to Geometry Relationships
All the geometry was based around the relationship to the players perspective. The player's (4) goal of the experience was to escape the maze by finding the purple door (1), almost as if they are trying to escape the designers creative process. I designed a cube (3) that was 3 x 3 meters which was scaled perfectly so the player could see the door peaking above the cube but was not able to jump or scale over it. I also created a hallway (5) which looks like it will lead them to a new room or area which may or may not. Lastly I added a giant cube (2) so the levels would have different heights to scale to, and give the levels some points of interest for navigation.
- Door, 3 x 3 meters
- Big Cube, 30 x 30 meters
- Regular Cube, 3 x 3 meters
- Player Scale, 2 x 1 meters
- Hallway, 3 x 3 meters
There is a total off 14 levels. Featuring over 1,000 different images and videos.