M.M.O. VR is a wave based arena shooter set in a cyber-punk future.
Survive the robot onslaught in virtual reality.
Requires a virtual reality headset to play.
Survive the robot onslaught in virtual reality.
Requires a virtual reality headset to play.
What I worked on
- Unreal 4
- VR - Design - UI - Blueprint Programming - Project Management |
Process
This game was my senior capstone project in college. It started with a desire to make a VR game with another designer friend of mine. Once we built a prototype we reached out to artists and programmers who were also taking the class and asked them if they were interested in joining the team. We started the project with a team of 5 people and planned on making a player v.s. player card game in VR.
The first four weeks of development were dedicated to a first prototype. After making one portion of the gameplay and getting the art assets to match we realized that our scope was too large. Playtesting revealed that many players didn't understand how one of the main mechanics worked so we decided a good way to scope down was to remove that mechanic.
A big piece of development was iterating upon and recreating assets. Since we were using agile, quick sprints caused the quality of our work to be worse than we wanted for a final product. After implementing and testing everything we often found that we wanted to keep what we had made so we spent time polishing and reimplementing it.
The first four weeks of development were dedicated to a first prototype. After making one portion of the gameplay and getting the art assets to match we realized that our scope was too large. Playtesting revealed that many players didn't understand how one of the main mechanics worked so we decided a good way to scope down was to remove that mechanic.
A big piece of development was iterating upon and recreating assets. Since we were using agile, quick sprints caused the quality of our work to be worse than we wanted for a final product. After implementing and testing everything we often found that we wanted to keep what we had made so we spent time polishing and reimplementing it.