The objective of this work is to study the features of Virtual Reality entertainment, consider the technical and design challenges for creating a videogame that exploits these features, study and find solutions to these challenges and proceed to the design and development of a game that implements them. This work presents a general overview of Virtual Reality, its applications, best practices and its progress and latest advances, namely the new generation of Head Mounted Displays (HMD) like Oculus and Vive that have brought a greater mass of users and thus developers for the industry. It then follows the design and development of God of Boxes, a videogame developed for the Vive HMD conceived as Tower Defense game, balancing the gameplay to be engaging to players following the arcade formula, that is, having short levels, simple controls and increasing difficulty. It has two different game modes, build and combat, each one uses different types of interactions and movement studied to adapt each mode to VR gameplay, aiming to create a fun and organic experience to attract new players and to help study and develop the best ways for a player to interact in the virtual environment. Presented the challenges and solutions developed during the creation of God of Boxes it finally analyses a possible further development of its features and which of these practices can be extrapolated and applied to other experiences in the VR sector.
L’obiettivo di questa tesi è studiare le caratteristiche attuali della realtà virtuale (VR), affrontare le sfide tecniche e progettuali per la creazione di un videogioco che sfrutti queste caratteristiche, studiare e trovare soluzioni a queste sfide e procedere al design e allo sviluppo di questo gioco che li implementa. Questo lavoro presenta una panoramica generale della realtà virtuale, le sue applicazioni al giorno d’oggi, le sue ’best practices’ e i suoi ultimi progressi negli ultimi anni, in particolare la nuova generazione di Head Mounted Displays (HMD) come Oculus e Vive che hanno ha portato una grande quantità di utenti e quindi sviluppatori nuovi per l’industria. Segue poi il design e lo sviluppo di ’God of Boxes’, un videogioco sviluppato per il visore Vive concepito come gioco di Tower Defense, con un focus sul bilanciamento del gameplay, essenziale per essere coinvolgente per i giocatori. Il gioco segue la formula ’arcade’, cioè, livelli corti, controlli semplici e difficoltà crescente. Ha due diverse modalità di gioco, costruzione e combattimento, ognuna utilizza diversi tipi di interazioni e movimenti studiati per adattare ciascuna modalità al gameplay VR. Punta a creare un’esperienza divertente e organica per attirare nuovi giocatori e contribuire allo studio e sviluppo di modi migliori per interagire nel mondo virtuale. Presentate le sfide e le soluzioni sviluppate durante la creazione di ’God of Boxes’ analizza finalmente un possibile ulteriore sviluppo del gioco e uno studio delle sue features che possono essere estrapolate e applicate ad altre esperienze nel settore VR.
God of boxes : design and development of a virtual reality arcade game
FAVARO FERNANDEZ, DOMENICO ALEJANDRO
2017/2018
Abstract
The objective of this work is to study the features of Virtual Reality entertainment, consider the technical and design challenges for creating a videogame that exploits these features, study and find solutions to these challenges and proceed to the design and development of a game that implements them. This work presents a general overview of Virtual Reality, its applications, best practices and its progress and latest advances, namely the new generation of Head Mounted Displays (HMD) like Oculus and Vive that have brought a greater mass of users and thus developers for the industry. It then follows the design and development of God of Boxes, a videogame developed for the Vive HMD conceived as Tower Defense game, balancing the gameplay to be engaging to players following the arcade formula, that is, having short levels, simple controls and increasing difficulty. It has two different game modes, build and combat, each one uses different types of interactions and movement studied to adapt each mode to VR gameplay, aiming to create a fun and organic experience to attract new players and to help study and develop the best ways for a player to interact in the virtual environment. Presented the challenges and solutions developed during the creation of God of Boxes it finally analyses a possible further development of its features and which of these practices can be extrapolated and applied to other experiences in the VR sector.File | Dimensione | Formato | |
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GOB_Thesis.pdf
Open Access dal 06/09/2019
Descrizione: Thesis Document
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17.54 MB
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17.54 MB | Adobe PDF | Visualizza/Apri |
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https://hdl.handle.net/10589/143404