Frankenstein is a VR experience that allows guests experience through the rejections that Frankenstein’s monster faced and understand how he became a true monster.
Duration 15 weeks | Role Interaction/ Gameplay Programmer & Illustrator | Platform Oculus | Development Tool Unity
- Implement Interaction and interface in VR
- Concept art and illustration
The entire experience has been housed in the Posner Center at Carnegie Mellon University from May to December 2018.
VR UX and Interaction
Head/ eye-look controller is used to make characters follow the player’s movement.
Hand icon in VR
A hand icon is used to indicate that several key objects in VR are interactive.
- Hover effect: icon blinking
- Delay effect: icon changing its size & haptic feedback
- Final effect: particle effect and sound feedback
The icon blinks when a player’s hand is within the hover distance. It enlarges its size and becomes in full opacity when get touched. To assure that the interaction is intended by the player, 1 second of delay with haptics is added. Particle and sound effects are given as feedback.
*We keep one hand icon at a time to make a player focus on one thing and not get distracted or confused by what to see or interact.
*Hand icon only hovers on the key objects. There were other objects that can be collided with hands, that gives a player an opportunity to explore the environment.
White flashlight, camera-shaking, and haptics are used for hitting effect. To avoid motion sickness, we minimize the shaking range.
Blinking & Blurry vision
To provide the feeling that a player has just been created as a monster, I implemented a blinking effect by animating black planes in Unity, and used post-processing for the blur effect.
Other trials for the interaction
A custom Unity rim light shader: hard to match with the cross-hatch art style
A ring-shaped icon: too subtle to recognize
Concept Art/ Illustration