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TRAUMA

TRAUMA is a experimental VR project that uses Hong Kong's historic Devil’s Peak as a blueprint. By blending real-world 360° footage of surviving air-raid shelters with an intense, simulated VR battlefield and haunting sound design, we allow players to experience history from the inside out.

Role
Game Design (UI, Levels, & Sound)
Type
3D Roleplay
Platform
Virtual Reality (VR)
Team Size
3 Developers
Duration
2 Months
Date
2022

Screenshots

Reflections & technical notes

Project Background

This project began as an experiment. We wanted to mix different digital media elements into a game. My team and I picked VR as the development platform. We combined traditional game mechanics with an immersive 360-degree video viewing experience.

We used an older VR system, the Oculus Rift. To make sure the gameplay was smooth, we decided to run the game on a PC. The VR headset was just used as a display device. Also, we made a PC version specifically for easier debugging. Later, we released this PC version together with the VR version.

Scene Structure

There are a total of 5 scenes. The main menu and the room share one scene, and the rest are independent scenes. If 360-degree videos are included, there will be 6 scenes.

I am responsible for designing the 1st, 2nd, 3rd and 5th scenes, and the other scenes are handled by my partners.

VR Menu Design

I want to take advantage of VR's immersive features and use an open menu design. The menu will be displayed on the TV screen, allowing players to select options as if they were using a remote control. The room environment is set to be completely dark, so the light from the TV can quickly attract the players' attention and guide them to notice the menu.

The Room

Once the player starts the game, the lights in the room will turn on. After that, they just need to follow the game prompts to act. When the protagonist triggers Post-Traumatic Stress Disorder (PTSD), they will enter the next scene.

Area

This room structure was downloaded from the Unity Asset Store and then used after some model modifications. Most doorways are equipped with invisible colliders to prevent players from entering by mistake.

Tunnel Scene

The tunnel is the first scene in the protagonist's memory. In the dim tunnel, there is fog, which adds a bit of eeriness. War sounds are interspersed in the background, and the Unity engine simulates echo effects, making people feel as if they are there. Every once in a while, the tunnel vibrates, and players can truly feel the impact of artillery bombardment, creating a war crisis atmosphere. At the end of the tunnel is the exit, where there is a dazzling white light.

Model & Audio

The tunnel model was downloaded from the Unity Asset Store and modified by me to splice sections of the tunnel together. The war background sound effects are from YouTube, downloaded, processed, and set to loop playback mode.

Final Scene: The Protagonist's Mind

The final scene takes place in the protagonist's mind. He wishes the war had never happened and imagines how beautiful the world would be without it, with images of green grass and blue skies with white clouds appearing in his mind.

In this scene, players can watch a video to learn about the relevant information of Fortress Hill. There is also a menu here for players to choose to replay or exit the game.

Terrain

The terrain for the final scene was downloaded from the Unity Asset Store, and we added extra air walls to prevent players from getting lost. As for the explanation video, it was made by another developer.