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.

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