Giant in Labyrinth

Throw miniature characters out of a labyrinth

Unity + C#

TYPE

Virtual Reality

XR Prototyper

ROLE

2 Weeks

Sanofer H

Marwin Wongjarupun

Gulliver’s Travels meets Squid Games! This VR application is based in a Giant - miniature type level, where the user in VR is the Giant and picks up miniatures to throw them out of the game arena. To pick up a miniature, the VR user can either pinch or use grab interactable to get hold of the miniatures to be thrown out.

The VR application is made for Meta Quest 2.

OVERVIEW

KEY FEATURES

ROLE

TEAM

  • Developed in Unity for Meta Quest 2

  • Extended XR Interaction Toolkit 2

  • Automated miniatures following a pattern to walk along the stairs

  • Use of pinch + grab interactable for the giant to pick up miniatures

  • Scoring system update after each AI miniature is thrown out of the game arena

  • 3 teleportation points for the Giant to move around in the game arena

  • Visual + Audio feedback when a miniature is thrown out of the game arena

BREAKDOWN

Level Design

The level design is based on a scene in the 2021 TV show ‘Squid Games.’ The game arena is a labyrinth of intertwined staircases placed in a skydome creating an environment in space.

Setting up AI Miniatures

The miniatures are automated using the ‘A* Pathfinding Project’ from the Unity asset Store. The navmeshes were overlayed on the staircases to automate the miniature walk.

Grabbing Miniatures

Primarily the giant can ‘pinch’ using the Quest 2 controller to pick up a miniature. Considering the complexity of the level, the giant may not be able to easily reach the miniature. Hence, a grab interactable is added to the miniature to enable the giant to ‘grab’ the miniature from a distance.

Scoring System: When the user throws a miniature out of the arena, the score updates by 1 point. There is no winning condition. At this point, the score board is a mere symbol of keeping a count with no end goal.

UI design: On picking up or grabbing the miniature, their animations are switched in order to for them to loose gravity, and gives the giant a real feel of throwing a character. Each time a miniature is tossed out of the game arena by the giant, there is a visual + audio feedback.

Giant Locomotion

Teleportation Anchors are positioned strategically in 3 open spaces in the level for the giant to move around.

REFLECTIONS

The animations of the miniatures when picked up and thrown out and the visual and audio feedbacks are particularly satisfying for the Giant.

Future Steps:

  • An UI system can be added to better introduce the game to a user.

  • Further exploration of integrating Hand- Tracking instead of using the controllers to give a better experience of the ‘pinch’ gesture.

  • Exploring locomotion to let the giant move vertically through the game level.

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