Virtual Reality projects made using Unity for PCVR and Oculus Quest. 3D assets made in Blender, materials using Substance Alchemist.
Dollface is a single-player virtual reality sandbox game, part domestic simulator and part creative toy - I built it to explore VR interaction as I learnt to develop for the medium, and designed it as an open, non-challenging exploration experience that makes the most of what is good about VR and puts interaction in the player's hands and puts the UI in the game world in the form of books, posters and a smartwatch.
I built Dollface solo using Unity 2019 with the new High Definition Render Pipeline and Steam VR. I made all 3D models and graphics in Blender / Photoshop, sound effects are from Freesound.org.
Players can paint on walls, canvases, play musical instruments, record music, take photos with manual cameras, read books, shoot hoops, bake cakes and buy more stuff with (fake) doll-ars online, enter cheat codes on your doll laptop and care for a giant furby.
Achievements are tracked loosely to reward trophies in a variety of skills, and some of the skills allow the player to earn money to buy better toys or different decor by "selling" their creations.
The final reward; the "Bigifier Deluxe" allows you to shrink or grow all of the movable items including yourself - so you can explore the house shrunk down or um... bigified.
Dollface was designed to be accessible for non-gamers and players new to VR, for casual play, and to use mostly direct interactions as opposed to controller buttons - players could grab and twist dials, push or pull doors, and pick up most objects.
I tested primarily with never-gamers and newcomers to VR - their reactions and behaviours were invaluable and allowed me to really stress test my interactions for anything confusing or easy to break.
I kept interaction similar across objects, made buttons and dials obvious, and designed doors and levers to respond to physical pushes and pulls as well as grabbing interactions. I created a visual vocabulary for things you could interact with using colour and shapes.
I wanted the experience to be very open and free, but in testing, many users reported they wanted to know what they were "supposed" to do. I adapted the experience so that there was a suggested direction for players who wanted it - optional challenges which would lead to unlocking new objects, and also helped direct the new user to the main features and interactions in the house.
.Adding a tutorial level guided players step by step through basics such as grabbing, teleporting, using books and buttons before moving to the main dollhouse. The response to this was immediate - players who entered the dollhouse after the tutorial reported feeling confident that they knew how to use objects they had seen before, but also new objects, whose interaction could be inferred.
This was helped by creating a visual language for things you could push, pull or twist using solid, obvious dials, buttons and levers and using flashes of red to highlight these elements.
.I designed the environment for and with VR - Dividing interactions by function such as creative tool, modification, puzzle, and physical game. I initially planned on 3D puzzles, but found that users were either clumsy in VR and found them impossible, or were naturally "fluent" in moving in VR and solved them with no challenge.
I decided to only use challenges based on the user's own definition and choice. For instance, you could practice knife throwing and beat your own record, or basketball, but there was no objective good or bad score.
My kitchen features lots of interactive objects including a blender, toaster, cooker, icing, ketchup, hoover, and taps as well as lots of throwable, breakable, burnable food and other items..
I wanted to make my own "Lab" for testing what was interesting and what was fun, and build interactions and experiments within that context, testing prototypes regularly and building the next stage around what users liked, didn't like, and tried to do but couldn't (early testers tried to sweep up broken objects, inspiring the hoover interaction, and burning the sponge in the toaster, inspiring the burning mechanic.)
Many objects have no specific purpose but belonged broadly to the physical game that allowed the player to explore and added depth to the environment.
Other items are creative such as painting, music, and photography, which saved the player's creations on the hard drive, as well as creating an in-game physical version of their art. Customisation objects were the doll figure, the walls, and any object marked decoratable. And media objects, for playing video, reading books, or playing records, and beat-your-record objects such as basketball and throwing knives.
Some items contain a recipe or instructions such as entering cheats on the PC or cooking. To allow the player to continue doing things while also letting them destroy everything around them, I added online shopping - so new ingredients or canvases could be bought.
My first experience of VR interaction was as a chef in Job Simulator. I discovered the joy of throwing wine bottles and cups around, breaking everything in sight. It never occurred to me that someone might want to clean up a virtual room, until I gave it to my mother to test. She looked for a dustpan and brush to clean up, and I thought this would be easy to add and something I hadn't seen elsewhere in VR - would people enjoy virtual housework or just feel compelled to tidy up after themselves? In my world, I wanted to make things possible even if the answer was mostly, no.
The dustpan and brush ended up being much more complicated than I anticipated, having a thin enough edge to scoop up small objects made it less reliable for physics calculations - so I created a vacuum cleaner which was inspired by toddler toys. It could be used in both suck and blow mode.
The visual style of this project was based on vintage dolls and their furniture (particularly 1970s Sindy furnishings- see the Hifi, pictured source and end result) and trying to recreate something of the plastic and paper look. I was inspired for the layout by my own dollhouse that my grandfather made me which I decorated with paper fairy lights one Christmas. Outside the house is a dreamy, distant vision of a giant room, to focus the user's attention close to the house without putting up any real barrier.
One of the big questions I faced designing the house and its contents was what to do about furniture that couldn't be used in VR - beds, chairs, and bathroom furniture. After an initial test with a bedroom set, it seemed those items just reminded the user of what they couldn't do in VR and made the scene cramped. I only wanted objects you could use, and nothing you would have to walk through or around. For this reason, the rooms on the ground floor are the kitchen and a chair-free living room, and upstairs is a music room and a computer room / office.
Downloadable build available for SteamVR headsets (HTC Vive, Oculus Rift, Valve Index) on itch.io: Dollface VR
Update: Downloadable build has been removed as it's not playing nicely with updated versions of the SDK. I'm planning to port this to Quest when I have some time.
View a short trailer for Dollface and videos of other gameplay and features below: (Youtube playlist)
This was a small project made with a sound engineer for the Global Game Jam 2020. We built this game over 24 hours, designing a set of surreal musical instruments which would start broken, with distorted sound, and could be repaired to restore the music and soothe the agonising aliens around us. We had such limited time that we had to reduce the scope considerably.
This was a fun exercise, playing with physical interactions such as placing guitar strings, tightening drums, and slotting the correct shapes in place.
Runs on SteamVR devices Oculus Rift, HTC Vive, Valve Index. It also runs in "2D mode" if you don't have a headset - limited but you can use the mouse to interact with some objects.
Below: Video of gameplay in Alien Orchestra.
A standalone version of my keyboard for Oculus Quest, with hand tracking.
The keyboard is one of my favourite parts of the dollhouse experience, modelled after a Casio keyboard I had as a child, which allowed you to play with 100 different instruments, from the classic piano to a ringing phone.
User response was great. While I didn't have individual finger movement as I was using a HTC Vive, I created a simple pointing finger hand pose which activated whenever the user's hand was close to the keyboard or the computer which allowed them to type or play with more precision. As the keyboard was "physics-based" you could also play it by holding a knife, fork or dropping a melon on it!
I later created a standalone version of the keyboard with hand tracking for Quest.
I built on the features of the original keyboard, responding to user feedback to allow recording compositions to create in-game physical casettes to play back or layer to create multi-track recordings, also allowing the user to swap in different clips which are then pitch-shifted to be played on the different keys. Users can also record a short voice sample which they can play as an instrument, pitch-shifted across the keys.
Runs on Oculus Quest with hand tracking, and is also available for PCVR with controller support.
Below: Video of gameplay (older Rift version, with fingers pointed on approaching the keyboard, not hand tracking).
Priorities were to host a variety of media types from 360 video to spatial audio and 2d video, providing a taste of the real festival, host talks and meet ups between artists, festival organisers and the public, and allowing access by as wide a range of users as possible.
The Altspace world, built in Blender, Unity and Altspace, is optimised to allow video, audio and graphics content to play on Mac, PC, mobile and high end VR devices.
The performance requirements meant that files had to be tiny - priority was given to artworks, and so I created "cardboard" cutouts to represent the buildings and used simple animations to provide a sense of activity, and counteract the "empty" feeling of being in a virtual world with a far smaller audience than a real world event.
I tested a long list of social virtual reality platforms to determine which was most suitable before settling on Altspace. Altspace did not natively support all of the media types we wanted to include, such as 360 video, or streaming of multiple video files, but I was able to create custom solutions in Unity to support these and allow users to walk through a virtual exhibition of short films, spatial audio, and even meditate in a VR sphere.
Other platforms allowed more complex customisation or robust support for media such as VR video, but were less accessible or supported only high end VR devices.
The festival is now over, and some of the artworks present have been removed from the site, but you can still visit the festival world here: Carlow Arts Festival
You will need Altspace installed on your PC, Mac, or VR headset (Quest, Rift, Vive, etc). Older mobile devices like Gear VR and GO are not supported.
Below: Live streamed video of launch party