![]() ![]() Players also had to collect pickups to increase their score while avoiding damage that would deplete their score. Drones fullfilled part of the gameplay experience, shooting out floor tiles and flying through the gameplay space to obstruct players. Due to the physical constraints of the system we could not introduce verticality to the gameplay as this was logistically too much of a challenge given the development time, however, we did introduce the capacity for players to “fall” off the main area onto a lower drop-zone. ![]() ![]() We wanted the players to feel like they were suspended on some kind of futuristic building that was still being constructed. The brief was to create a large procedurally generated game grid that could adapt to varying physical dimensions and accomodate up to a dozen or more players simulteneously. This was a warehouse scale multiplayer VR experience built for Spree at Studio Liddell. ![]()
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