Choleric vision
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Choleric vision 💀
Choleric vision
Choleric Vision is a virtual reality horror game which invites you to search for secret documents hidden in the Selmont-West Asylum. Through an Arduino heartrate moniter, As your pulse increases, so do your chances of being found. So remember: stay calm.
This project was created over 8 months with the goal to produce a game that combined level design, sound and artwork to create a frightening environment for the player while using new technologies to enhance this effect.
The game can be played with or without virtual reality (Oculus Rift) on a keyboard or with an Xbox controller.
Click Here for more information.
Project Team
Becca Baird: Texture Artist, Writer
Brad Campbell: 3D Artist
Valerie Heyerdahl: Sound Designer, Animator, 3D Artist and Programmer
Claudia Gunn-Harcus: Lead 3D Artist
Erica Lekawski: Programmer
Software
Adobe Photoshop
Adobe Illustrator
Arduino
Maya
Substance Painter
Unity
Visual Studio
Zbrush
Alpha
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Research was done on related game titles, the historical period in which the game takes place, creating horror games and the required software/hardware.
Reference photos collected for in game textures and locations
Foley produced
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Preliminary surveys were conducted on the target audience to determine their opinions in regards to the game’s concept, the art style and the gameplay
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A map, based on research for best horror game design practices, was drawn first from a 2D top down perspective which was then turned into a very low poly 3D environment
A test environment was created and proxy objects were placed to determine scaling with and without the Oculus Rift
Sketches of key game elements were produced
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Basic player interactions are implemented so more complicated mechanics, such as the enemy’s tracking algorithm can be tested
Beta
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During the Beta phase all the required models were created, UV mapped and textured
All models were placed in the game environment
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The game is playable from start to finish
Sound cues placed
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The bulk of the user testing took place going into, during and coming out of the Beta phase
Users were invited to think aloud during a play through of the game and asked to respond to a modified version of IJsselsteijn's game experience questionnaire after the testing took place. Their heart rates were also being monitored
Final
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All voice lines were recorded and added to their appropriate cue, along with all pre-recorded foley
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Enemy tracking algorithm tested and corrected for special cases
Balancing on enemy attributes vs. protagonist attributes
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Less vital 3D models added to enhance the ambiance