VR Interactive Game Museum

The Idea

I have a long love for History and for me it’s always so fascinating to understand the technological and social landscapes of times past to gather understanding of how as the Human Race has come far since the origin. Personally for me very fascinating but the trouble I find myself relating to these ideas they had back in the days, now I not saying that today is bad, we have evolved intellectually since then and have changed for the better, but it would be interesting to go back in time to see how things were right, that would be cool right?

So I wanted to make an immersive experience where these actions could come to life and make you beleive you are there, at least to a degree, I didn’t want to make something incredibly life-like, but the one way to really enjoy these times of old is thought museums. My thought was to create a Virtual Museum where not only will you learn about artefacts, that artefact will give you opportunity to visit that time period. An example, would be if you picked up a broom that was using by Street Sweepers in the Victorian age, once you picked it up, you will have to physical be a part of that environment, doing the duties of Street Sweeper without any of the ethical problems, just really gather a true understanding of History.

Design Process

This project was very research heavy, as I had to understand the method in which to make these interactions significant to the user as well as the potential risks to make for all users.

Whilst designing each of the mini-games that would be implemented, the inspiration had to be delivered by a certain activity that was performed based on the subject matter. Considering I wanted to make a game as part of a museum it would need a three-pronged process, a Hub world to introduce the player to the Museum and a method of player progression, different rooms which would contain an exhibit and finally the game levels. Additionally to make the Museum more immersive as if it were to mirror real-life application, NPC’s would also have to animations and to be scattered in the environment. Below is the general process which I followed:

Finally, I placed all of the inner workings inside a Miro Board in a structured manor.

Mechanics

The Player has the choice in how to move either using Locomotive Motion or Free Motion with the control stick, and can use the inner Transport system to get around the Museum to each Exhibit. When in Exhibits player can interaction with a different number of objects.

Some objects are too big to interact with but do allow players to gather descriptions of them by interacting with the environment and other objects once interacted with in a selected method, will teleport the player back in time relative to the object (for example, the Victorian times) offering a challenge to be completed or they can return to exploring the exhibit.

The user will be able to feel that they are travelling not only in the museum space, but also in time.

Created for the Meta Quest 2

Blog Process

Richard Wajman Richard Wajman

Finale, Presentation and Reflection

This is just me reflecting on the project as a whole, I know it has the potential to works with different clients in general, but ultimately this project was successful in developing a framework for others institutes to use, under my guidance. Basically I need to find the right people to get this project off the ground. I also look into the technical problems which I faced and finally what I learned from this conducting this work.

Read More
Richard Wajman Richard Wajman

User Testing

After all of my efforts to make this a little better than I expected, I got people to test it and it seemed really good in terms of feedback. Again, the quality of the product had enough to be able to be tested by a select group of people who are okay with VR technology.

Read More
Richard Wajman Richard Wajman

Additional Information (More UI Design)

This is the part where I thought about additionally information that could be implemented into the game, mainly visual feedback. Just some thoughts for onboarding and to make the experience for the player nicer.

Read More
Richard Wajman Richard Wajman

Unity Implementation pt3

This was then taking the sketches of the game and finally implementing them into the Unity Game Engine.

Read More
Richard Wajman Richard Wajman

Unity Implementation pt2

With this Unity Implementation, the focus was then the populate the environment. So people, the objects, the lighting and the sound of the museum experience. Then it would be implementing the VR player as well. So a lot at this point

Read More
Richard Wajman Richard Wajman

Unity Implementation pt1

The First part of this Unity Implementation was to create the Gray-box levels of the Level Designs that I created in sketch form, and finally it should be the main part of the museum experience. Additionally, this is a good structure from here

Read More
Richard Wajman Richard Wajman

Game World Level Design

This is where I work on the mini-games, how would they look like in terms of NPC’s and even many other factors, such as the objects within the environment to make it seem like the player is ‘time-travelling’.

Read More
Richard Wajman Richard Wajman

Museum Level Design

Making sketched out Levels would be the first step, thinking about various elements as to what would be the feedback to player progression, the user journey inside the virtual environment and also the ‘Artefact Rooms’. I also understood that these rooms would mostly be the same but the differing factor would be what would be placed inside these rooms. Theortically, if there were infinitely rooms designed they would mostly be the same, but artefacts in the rooms would be different. Although I can imagine, some of these rooms would actually have to differ to keep things from being ‘boring’

Read More
Richard Wajman Richard Wajman

Control Schemes (Mini-Games)

From here, it was to look at the game and how they would be controlled, but the realisation that games can be controled with just grabbing objects would be simple and perfect interactivity for players. As these were simple games, that’s what most of them needed, but some games came with different rules.

Read More
Richard Wajman Richard Wajman

Supervisor Meeting 3

Another supervisor meeting, where I needed some advice on a couple of the game, but I was unsure of VR implementation. There were some changes that were necessary after careful considerations. So we need to talk about my concerns.

Read More
Richard Wajman Richard Wajman

Game UI Considerations pt2

The question here will be how will the player know what is happening in each game and what visual information they would need for the feedback on the game state. Each game needs this definition and the with VR, it can be in the space or stuck to the VR screen,I felt that it being stuck to the screen would allow the player to know what the game state is without having to look around, but there are some games would have the UI in the environment to make sense of the game.

Read More
Richard Wajman Richard Wajman

Control Scheme (Hub World)

I started to realise that with the interactions in the game, the control schemes would have to complement the immersive material and make it easier for the player. Understanding that in a VR game, movement along with interacting with objects could be even more disorientating, so splitting those main forms of interaction would make things more easier to understand and less troublesome for that specific problem. Making places decide when they want to interact, which normally seems counter-intuitive, allowing the player to choose when they want to react gives them move choice in their own immersion.

Read More
Richard Wajman Richard Wajman

Game Creation pt.2

Going to the next step from the previous rendition and excessive questioning of how things would be implemented, I used those to finally figure out how all of the Mini-Games would work from the players perspective, carefully considering the historical accuracy of the research material. All of the games are meant to be quick score filled games to not only entice players from player more, but also identifying pieces of information that would inadvertently learn certain aspects of the history.

Read More
Richard Wajman Richard Wajman

User Journey pt2 and Sound Design Basics

From the game creations, it eventually lead me to understand how the each room within this museum should be set out, at least using the established framework from the previous stuff that I created, would allow me the theme each room for the upcoming prototype. Also I needed to consider the basics on the sound design to make this museum ‘feel real’ as if the person is in a museum in real life.

Read More
Richard Wajman Richard Wajman

Research Material pt2

Considering my knowledge of implementing VR into Game Engine is extremely limited, I took the time to understand how to conduct VR Game Development specifically because I currently have experience in Unity, why not do it there. I looked into Youtube tutorials to get an idea of how to execute this effectively.

Read More
Richard Wajman Richard Wajman

User Journey, Level and UI Design

As this is VR virtual museum which pushes an immersive experience, the museum itself needs a structure. How will the player be in this museum? Well this needs to be a real as possible, so the journey using a tube train is relatable to London Transport, plus giving the illusion to the player that Museum is massive, and with it being in VR, the UI and the Levels would also have to accommodate the potential screen space and VR game movement.

Read More
Richard Wajman Richard Wajman

Game Creation pt.1

From the reference material I managed to take from the London Transport Museum, I starting ideating the concepts for each Mini-Game, it came up to at least 8 games, covering the admin of the Transport system, the actual methods of transport from 1800-present and the engineering works. Mainly because it is a Museum going over the history of Transport, each mini-game would also have to be a believable world, so transporting the player to those specific time periods would also convince players.

Read More
Richard Wajman Richard Wajman

Preemptive Research Material

Once I had some type of agreement, I took the time to take pictures for research material to allow the mini-games within the virtual museum to convey historical accuracies whilst keeping them still feeling like a ‘game’. Doing this research visit allowed me to give structure to all of the elements mainly thematic implementation for each ‘Artefact Room’.

Read More
Richard Wajman Richard Wajman

Getting Contact

This was me finally getting in contact with a Museum, who initially gave me vision for the theme of the Virtual Museum. It will help gauge what can be placed within this virtual space and how the create the Mini-games and their interactions

Read More
Richard Wajman Richard Wajman

Game Flow 3

Finalising the Game Flow of any Virtual Museum that follows the ideology of free movement to allow users to discover history in whichever order they would like to

Read More