
VR Haunted House
Unreal Engine 5 || 12-Person Team
Virtual Reality Project
Responsibilities:
Role: Project Lead & Level Designer
Team Size: 12 Developers (3 Programmers, 3 Level Designers, 1 Technical Designer, 1 Character Artist, 1 Environment Artist, 1 Technical Artist, 1 Animator, 1 Project Manager)
Directed project vision, assigned tasks based on team member strengths, and managed overall team structure, workflow, and asset lists.
Designed and developed 2 of the 4 key levels, from initial blockout to fully realized VR environments with detailed art assets and interactive elements.
Scripted immersive gameplay mechanics, including interactive elevators, dynamic VR pawn interactions, and integration of physical props with VR motion capture tracking.
Advocated for and secured project funding, including acquiring Quest 3 headsets critical for immersive VR development.
Level Goals:
Spatial Accuracy:
Created immersive VR environments specifically designed to match the exact dimensions and constraints of the FIEA Mocap Studio Stage.Tactile Immersion:
Integrated real-world tactile interactions to enhance VR immersion:Gel Orbeez used to simulate the visceral sensation of searching through brains to find a hidden key.
Rumble pad positioned inside a physical prop box to realistically simulate elevator vibrations during gameplay.
Innovative VR Techniques:
Implemented and tested advanced VR immersion methods, including:Redirected walking for subtle, undetectable physical path manipulation.
Non-Euclidean geometry to create seamless level transitions and spatial illusions.
Tactile correspondence between virtual and real-world props, significantly elevating player immersion and memorability.
Blockout to Current
Lobby Entrance
Hellevator
Suspension Bridge
Walkthrough
Lobby Design Breakdown
Weeping Angel Statues
Statues rotate towards player only when not in view.
Creates suspense and tension through careful scripting.
Encourages player exploration and enhances immersion.
Takeaway:
Dynamic Horror Elements
Effective implementation of conditional logic and scripting to amplify suspense.
Real-World & VR Integration (Mocap Props)
Player pulls mocap marked object up to open door in game
Invisible mocap-tracked object precisely synced to in-game interaction.
Innovative use of Vicon tracking system for reliability.
Takeaway:
Creative Problem-Solving in VR
Adaptive design choices to overcome technical limitations, enhancing immersion.
Performance Optimization
Static lighting baked to improve rendering efficiency.
Profiler analysis used for targeted performance improvements.
Maintains smooth VR experience without sacrificing visual fidelity.
Takeaway:
Technical Performance Excellence
Demonstrates proactive optimization techniques to ensure seamless gameplay.
Interactive "Brain Bowl" Puzzle
Physical gel Orbeez simulate the tactile feeling of brains.
Mocap-tracked weight object triggers the virtual door mechanism.
Seamlessly connects physical sensation to VR gameplay.
Takeaway:
Tactile Immersion
Successfully bridges physical and virtual worlds to heighten realism and immersion.
Dynamic VFX & Atmospheric Elements
Niagara particle systems replacing Cascade for better performance.
Realistic fire torches, lightning strikes, and weather effects.
Atmospheric storytelling that deepens player experience.
Takeaway:
Optimized Visual Storytelling
Prioritized visual impact balanced with VR performance constraints.
Hellevator Breakdown
Vibration Vest Integration
Players wear vibration vests, activated by in-game audio channels during elevator descent.
Heightens player anxiety and realism through physical sensations corresponding to in-game events.
Takeaway:
Enhanced Physical Feedback
Innovative integration of wearable technology to intensify player immersion and emotional response.
Hellevator Immersive Ride
Player locked onto descending elevator platform, allowing rotation but restricting forward/backward motion for controlled immersion.
Custom scripted descent synchronized with audio cues to build suspense.
Physical rumble pad synced to elevator vibrations, enhancing realism and unease.
Takeaway:
Multi-Sensory Immersion
Combines audio, visuals, and tactile feedback for a deeply engaging VR experience.
Suspension Bridge Breakdown
Redirected Walking Mechanic
Player experiences realistic sensation of walking straight across a virtual bridge.
Subtle directional adjustments guide the player along a crescent-shaped real-world path without breaking immersion.
Demonstrates mastery of redirected walking for natural and unnoticeable spatial manipulation.
Takeaway:
Innovative Spatial Manipulation
Seamless integration of redirected walking technique enhances VR immersion while maximizing physical space use.
Ghostly Ballroom Atmosphere
Below the bridge, dancing ghostly figures move rhythmically to an eerie waltz.
Creates a layered environmental storytelling experience.
Adds visual interest and narrative depth, drawing players into the haunted aesthetic.
Takeaway:
Layered Environmental Storytelling
Effective use of vertical space and dynamic visuals to enrich player engagement.
Maze Room Breakdown
Multi-Level Maze Design
Maze consists of three visually identical floors with unique, shifting paths.
Players seamlessly teleported between floors upon reaching dead ends, masked by flickering lights to conceal transitions.
Creates disorientation and curiosity, compelling players to actively engage and explore.
Takeaway:
Clever Spatial Reuse
Ingenious use of identical layouts and teleportation to multiply playable space and extend gameplay.
Maze Created by Ben Foster*
Live Mocap Monster Encounter
A real-time mocap actor portrays a terrifying clown, providing authentic, unpredictable scares.
Physical contact with the mocap actor synced directly with in-game visuals, intensifying immersion.
Creates uniquely memorable and visceral encounters through interactive performance.
Takeaway:
Real-Time Actor Integration
Unparalleled immersion through blending live performance with precise mocap technology.
Advanced Redirected Walking Techniques
Adjusted player movement speed using subtle directional gain, doubling or halving perceived distances traveled.
Effectively expanded playable area within the limited Mocap Studio space without breaking immersion.
Players remain unaware of movement adjustments, demonstrating successful VR deception.
Takeaway:
Invisible Player Guidance
Advanced use of redirected walking enhances exploration without players noticing manipulation.
Other Projects