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Overview and intentions

Overview

           

           

2022 - 3 months - part time

Vault Plunderer is a Single-player escape game in virtual reality, made with Unreal Engine 4.

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The player embodies a looter in Egypt in the 1970s. During a vestige excavation, he falls into a crevasse and finds himself trapped in a large underground cavern. To survive, he will have to escape before nightfall, when his convoy leaves. To find the exit, he will have to explore the place and solve various riddles and puzzles.

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Intentions:

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Exclusive to the specificities of VR:

  • picking up and manipulating objects with hands

  • Use both hands

  • Do impossible things in a physical escape room

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Playable spaces, desire for greatness:​

  • A constraint: A playable physical area of 3 x 3 m

  • A solution: remote manipulation

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Team composition :

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  • Oscar Baudry                                                                            Sound Art Direction & Sound Design

  • Thomas Blengino                                                                       Visual Art Direction & Programming

  • Théophile Boraud                                                                                    Programming & Integration

  • Kiyan Forestier                                                                                                      Level Design & SFX

  • Florian Hubert                                                                                  Game Design & Documentation

  • Aymeric Godivier                                                                             Game Design & Documentation

  • Margaux Muller                                                                                              Artistic Direction & VFX

Project roles

Roles on this project

Game Design

During the development of this project, I mainly worked on the Level Design, the Game Feel,

the technical part regarding the headset / software link, as well as a part of the vfx.

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The goal was to produce a functional and intuitive VR system, instantly understandable in its interactions at first glance, even for inexperienced players.

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As for the Level Design, the objective was to produce an organic whole, so that the puzzles seem to be part of a coherent overall, and not a series of well-defined puzzles.

Main mechanics
Remote manipulation - trigger action

Game
Design

           

           

Secondary mechanics:
Pitons fire - trigger action

Level Design
Pythons Vault Plunderer.gif

Level Design: Circulatories

Level Design

           

           

  • The virtual space must be absolutely equal to the real space. The playing area having been transcribed from an area of 3 meters  by 3 meters, the dimensions in play had to be perfect.

  • VR, among its constraints, is governed by the physical movements and displacements of the player. 

  • Spread out the elements to facilitate circulation

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Level Design: Creating consistency

  • Tangle puzzles and connect them discreetly

  • Facilitates the understanding / sequencing of puzzles

  • Enhances immersion

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Level Design: Varying heights

  • VR offers unique possibilities for in-game movement, since the movements are modeled after those of the player.

  • Placing the control panels at different heights and inclinations drastically increases variety in gameplay.

  • The sizes of the elements, their distance from the player and their heights were the main sources of risk when creating the Level Design.

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Level Design: Guiding the player's eye

  • Since VR is very eye- and attention-directed, it is possible to miss certain events completely.

  • To overcome this, several  means have been deployed:

  • Sound and light games to attract the eye

  • progressive revelation of the environment

Level Design: Fueling the Tension

  • The VR headset induces a different perception of the game.

  • Immersion plunges the player into the heart of the game's atmosphere; the particular display of the VR offers other tension possibilities. 

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  • Constant presence of the monster

  • Strange, mysterious: the tension comes from the monster's lack of attack

  • Overall heavy graphic and sound atmosphere

Gallery

Gallery

           

           

Cutscene: demo ending

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