Futurists, technologists and creatives around the world are investing billions into the rapid development of technologies that put audiences at the center of immersive, interactive story worlds — worlds we've only imagined in sci-fi fantasies like the holo-deck of “Star Trek” and the virtual dystopia of “The Matrix” trilogy. World’s truly deserving of the name virtual reality.
Experts are now suggesting that this future — one where we navigate the web like a RL city, or play the main character in a movie like our own version of “The Game” — is only 5-10 years away, with market estimates in the tens of billions for virtual, augmented, and mixed reality content alone. Alternative realities (VR, AR, and MR) are revolutionizing the scope of storytelling in the digital age. With the capacity to take the audience into the story world and engage them physically with a fictional reality, the gap between imagination and experience grows ever thinner.
In NYFA’s advanced VR Game Design workshop, students engage with the tools of computer- generated, 360-degree, interactive virtual experiences — and get to design their own interactive VR environment.
In the advanced VR Game Design workshop, students build on their Intro to Interactive VR experience to create a single-level, playable VR “game” demo, using the HTC Vive headset and Unity 3D. Using the vocabulary and systems thinking of game design, students design VR experiences that aim to give the player a sense of agency in the unfolding of events. This can be approached from an authorial, film-like narrative vision, or as a reward-driven game mechanic that incentivizes players to reach a predetermined objective. In either case, students are encouraged to put themselves inside the virtual world from the player’s (or audience’s) point of view, and use the foundational design principles of virtual reality to enhance the sense of immersion and willing suspension of disbelief — what VR designers are calling “presence.”
As with all NYFA programs, the Animation and Game Design Department is working with some of the foremost thinkers and creators from the emerging VR and 360-degree immersive industries to design and teach its VR workshops:
Vice Chair of the Producers’ Guild of America’s New Media Council, award-winning transmedia producer, and pioneer in WebVR and 360-degree immersive film-making technologies.
Anders Oscarsson & Chris Marotta
Anders Oscarsson & Chris Marotta are Product Designers at ustwo New York, specializing in VR. Alongside partners such as Google and Samsung, they're responsible for a long list of current and upcoming VR experiences across multiple platforms worldwide.
VR Game Design
Week 1: Review VR concepts and introduce game design concepts.
Week 2: Intro HTC Vive and develop game mechanic through rapid (non-digital) prototyping.
Week 3: Complete series of tutorials in Unity/HTC Vive and develop game concept.
Week 4: Finalize game concept; complete gray box demo in Unity/Vive (aka project Alpha).
Week 5: Intro animation and complete advanced scripting in Unity/Vive.
Week 6: Playtest and refine interactions in Unity; import art assets.
Week 7: Add music and SFX, playtest, and refine (aka complete project Beta).
Week 8: Playtest and refine in Unity/Vive and project launch.
By the end of the advanced VR Game Design workshop, students will have a playable demo of a VR game that works in the HTC Vive headset. Due to limited time, students will have to focus on a single game mechanic, which may serve as a playable concept for a larger scope VR game. Check out the Vive’s showcase “Job Simulator” for an example of single-mechanic gameplay.