DOWN

This was the second part of the personal project module. I wanted to explore how human factors could influence in-game elements.

Creator

 

Jay Narin

 

 

Deliverables

 

 

VR, Video Game,

UX, UI, Experiential

The Solution

From my research into player immersion levels, I wanted to create an experience that players can achieve total immersion without having to overcome each immersion barrier (See Brown and Cairn’s immersion model). Utilizing the feedback from the first part of the personal project model I decided to devolve the project from a six story anthology VR experience with the addition of biometrics (Heartbeat Sensor) into a stand-alone story experience that is a showcase of the capabilities of what potential biometrics could have within a video game environment.

The Outcome

Taking heavy inspiration from the short H.P Lovecraft story “From Beyond” Down puts the player in the shoes of an assistant to Dr Crawford who has been called to his home where he has been conducting experiments on himself to surpass the current understanding of reality and access new and strange planes of existence. Following Crawford’s instructions to delve deeper into his home, the player must skew their own interpretation of reality to fully understand the Dr’s work. However, if the player can see what lies in these planes of reality, then they can see them too.

Biometric Capabilities

There main biometric implementation within “Down” is the Heartbeat sensor. With the heartbeat sensor it is up to the player to remain calm throughout the experience. However, there are story telling prompts that urge the player to intentionally increase their heartrate so they can experience what can be manifested within the game space. These consist of:

  • Visual factors
  • Auditory factors

Each of these can be produced randomly depending on the heartrate and position of the player within the environment. For example, the further they are into the environment, the more abstract and intense these factors will be.

 With the experience being in VR, the addition of an “Insanity Effect” was implemented. This mechanic makes it so the player must avoid looking objects or being in an area that would induce great stress on the character. However, this “Insanity effect” can also open hidden areas so the player can advance through the story. It is up to the user to determine when enough is enough as the effect is detrimental to the players movement.

Down Trailer

Down Demo