The Chamber
The Chamber is a VR game, made in Unity. It takes place in a steampunk zeppelin, which crashed in a dark, industrial building. The player will have to resolve puzzles and riddles to repair his vehicle and go back home, but it requires to explore the building, which seems to be inhabited...
In the first two rooms, the player has only to use the base mechanics of VR: grab, turn, push, manipulate... But once he's in the building, a new mechanic appears: the Polar Guns.
Those two guns can fire positive or negative (red or blue) projectiles to magnetize special blocks:
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Opposite blocks will attract themselves, same polarity will make them repel.
In the demo, the zeppelin rooms are playable but we can only visit the third (the magnetic guns and blocks work but we had not enough time to set up the scene)
In our expectations, there were two types of blocks:
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Large:
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Shooting on two large blocks will polarize them and make them move
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The player can use the "grab" action on a large block but it will move the player towards or backwards depending of the polarity.
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Small: Same as the large block but when the player uses the "grab" action it moves the block instead of the player
There were also two special large blocks:
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The attractive, which attract every polarized object
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The repulsive, which... repulse every polarized object
Finally, some objects were magnetized (positive or negative). The polarity couldn't be changed, but they could interact with the player and the blocks.
(The demo only features the simple large blocks and the magnetized objects)
(Click on the above pictures for more information)
This project was a three weeks sprint. We were 11 in the group: 5 Game Designers and 6 Game Artists.
My work on this project was to manage the signs and feedbacks, so I worked with the sound designer and I was responsible of the lighting and VFX.
In the scenes, I decided where to place lights, which objects were static, shadow receptive or dynamic.
I also made a scene where I built all the VFX (there are some examples in the pictures above).
All the VFX were made with the Unity standard shaders and custom textures made on Adobe Photoshop. (I also made a fast block "play-soldier" on Blender 3D).
This skybox is from the Asset Store but it was a "sunny day" image so I modified it on Photoshop to get a night skybox.
(Click on the pictures for more information)