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The Visual Effects Title Sequence I created for game

Visual Cues

In this game a player finds themselves in a cave on a remote planet. The players first visual cues consisted of interactions and UI's:

Interactions

UI

  1. Grab Star

  2. Grab Torch

  3. Deposit Star

  4. ‘Light’ Mushrooms

  5. Teleport

  1. Star Counter (located on the top right hand corner)
    - Displays the amount of stars the user has in their inventory

  2. Starfire Counter (hovering above the star fire)
    - Displays the amount of stars thrown into the fire

star grab.png

Grab Star

torch.png

Grab Torch

star orb.png

Deposit star using the Star Orb  +  Light' Mushrooms

teleport.png

Teleport

Cave view.png

Star Count UI

IAT 445 - Planet Astra UI.png

Starfire Counter UI

Narrative Theme

Opening Narration for Planet Astra
00:00 / 00:29
First Checkpoint when player exits the Cave
00:00 / 00:15
Positive Prompt as players approach the First Star
00:00 / 00:08
Plays when player nears Crystals along the base of a Mountain
00:00 / 00:10
Plays when player enters the Bulbous Woods
00:00 / 00:08
Hidden Piece of Information that Foreshadows the Stars use in the Cave
00:00 / 00:05
Plays when a player nears a Pond in the environment
00:00 / 00:07
Plays when player enters the Pheonix Meadows
00:00 / 00:09
Plays once player has collected the sufficient amount of Stars
00:00 / 00:04
Final Narration as player completes the game
00:00 / 00:27

Sound Philosophy

The sound philosophy for this project was to create a whimsical, foreign and natural soundscape to immerse our players. I kept our sounds natural, such as the sound of running water, fire and cave echos to provide a recognizable experience for our audience. I then added a whimsical and fantasy like, experience by finding sounds that contained an enjoyable and mysterious tone to them. Interactive objects like the stars, mushrooms and orb were given sounds to encourage interaction.

 

The star was given, a sound as it hovered and then it provided feedback as the player grabbed it. The mushrooms were given 3 different sounds based on their height and it served as feedback for the player as they were touched with the torch. Lastly the orb was given sound to tell the player that it was interactive much like the stars in the outside environment.

cave1.png

Cave Interior

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Planet Astra Ambiance

star poke.png

Star Poke

star.png

Star  Captured

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Small Mushrooms when poked

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Medium Mushrooms when poked

Gradient.png

Large Mushrooms when poked

Final Exhibition

At the end of the semester, we exhibited our project and had several passersby and other classmates playtest our game. During this time I conducted the pre and post questionnaires for each person testing our game to gather our final data for the project report. Once the exhibition ended our professor passed out awards to congratulate teams that had achieved a successful feat for a virtual reality game. Our team was awarded "Best Narrative".

playtest.jpg
Booth.jpg
Filming.jpg
IMG_9780.jpg
questionnaires.jpg

Playtest Area

Booth Setup

Camera Setup

Candies & Brochures for participants

QR Code, Consent Form & Sign Up Sheet

Best Narrative Award-01.jpg

Reflection

Overall, I enjoyed finding and creating the ambiance and sounds of Planet Astra. I was proud that my efforts in creating an intriguing storyline set our game a part from other projects and complemented the visuals and playthrough we created. This project also taught me the importance and value of conducting playtests, as a lot of modifications we made were inspired by feedback from our participants. "Astra will not be forgotten!"

Final Video Documentary for Planet Astra that I narrated

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