ConfinedVR2




Level Breakdown

The players starts off in a dark empty room all by himself. For the player to progress, they must know the 2 basic mechanics in the game : Teleportation, and Interacting with the environment.

When the player does leave the room, they end up in a hallway. One side is blocked by a pile of gurneys, and the other has a flashing light, attracting their attention.

The next room is another room that's very dark. One thing I noticed during early playtests was that barely any of the players actually looked up at the ceiling; so I wanted to take advantage of this fact, and placed hanging corpses, with one of them low enough that when the player sweeps the flashlight around, it will lead him to see all of the other hanging corpses.

The players starts off in a dark empty room all by himself. For the player to progress, they must know the 2 basic mechanics in the game : Teleportation, and Interacting with the environment.
Postmortem
ConfinedVR 2 was made with casual and non-gamers in mind. This game was also made in collaboration with Portal Zone VR, a company that serves venues and events with a VR arcade featuring our own games.
One of the other limitations we had to work with was for the average customer to be able to play through our game in less than 10 mins.
With this in mind, I set out to design a level that was easy enough to navigate through, but still built enough tension for the player to not know what's coming next and also left them with a satisfying experience.
During our early playtests, we discovered that the first iteration of our level was getting players lost; and while the intention was to instill the feeling of getting lost into the players, our level design often left them feeling frustrated.
Other problems include players missing key items, and players often missing key events.
Another problem we had was that the game was playing below 45 fps (with a GTX 1060) and our target was to reach well above 90 fps.
Once I inherited level design duties, I set out to first fix the issues I mentioned above, and also to create a "mini-narrative" with help from the creative lead, Egor Pashkin.
One of the philosophies that I had while making my level was to always build tension first, and then pay off with a reveal or a jump scare.
It is my belief that horror does not work without building tension and to achieve this, I utilized sound, ambient music, shadows / darkness, and items.
I wanted to focus on the fact that as humans, we primarily rely on our vision, and without it, we feel severely handicapped; so instead, I wanted to design the experience in which the player had to rely on his/her other senses to keep them on their toes.
We had a flashlight item within the game, and I designed the level so that they only get the flashlight halfway through the game, after which the areas after that are very dark.