Soundtracks were created in Garage Band Then import to Fmod, Finally adding to Unity
FMP_v2.6_Sound Editing

Soundtracks were created in Garage Band Then import to Fmod, Finally adding to Unity
in order not to obscure players’ view of watching the story; do not spend player’s too much time on knowing their current life values, and avoid the repeat experience of the game. I create a fake life display that looks like meta UIs. As players miss targets, the game view would become redder. I use […]
The post-processing make the game scene more natural Post-processing off Post-processing on
The ground’s material is a matrix shader, created by shader graph Other shaders in the project The game scene with texture
The level is set to a linear experience I use Unity’s ProBuilder to establish the foundation of the level, then added other components like house and terrain without textures. Finally, add NPCs with animations. Based on the sound that I created, I added targets.
The target is made up of a torus with a mesh collider, a yellow center with a big sphere collider. The torus keeps shrinking until they touch the yellow ball. When torus collided with sphere collider, player’s beating on the drum can take effect. Left target Right Target
5 expert players are invited to the 2nd part of the experiment The HUD life bars were presented at three positions in three scenes: the top left of the view, the top middle of the view, and the top right of the view. The geometric life bar UIs were placed on a menu, respectively presented […]
I invited 5 testers for the presence test. They are all novice VR players Here is the presence questionnaire
The experiment has 2 parts 1st part is testing whether the scene can provide a sense of presence to the players. The scene is a cyberpunk-style scene with realistic textures and shaders. The background is quite complex. The 2nd part tests the efficiency of conveying information of non-diegetic, geometric and diegetic life bar UIs in […]