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Asymmetric Party Game

Description

Game Trailer

Instruction

NAME:
  Ascent to Paradise
DURATION:
  2 months
PROJECT TYPE:
  Asymetric Party Game
KEY WORDS:
VR/PC game design
Visual art design
Concept art
UX/UI design
3D environmentdesign
Interaction design
MY ROLE:
Concept Artist, UXUI Designer
Responsible for the game’s visual interfaces and graphic design.
Elaborate qualitative and quantitative research, plan and conduct user tests (paper and digital), documentation (results, analysis, design insights and inputs).
OVERVIEW:
Ascent to paradise is an asymmetric game using VR and PC where the VR player has to climb to the top of a mountain to win, and the PC player has to prevent them from doing so.


The PC player has a tool menu available from where they can choose different abilities to prevent climbers from reaching the top:

– Generalizing thunder on VR player’s way.

– Throwing rocks at them to slow the climber down.

– Creating new paths to trap the climber into a dead-end.

To avoid drowning by the oceans or thrown back by the rocks, the climber can reach different safe zones on the path to the top where nothing can damage them.
CONCEPT ART:
A brown or grey color scale represents a futuristic setting, where the Earth is dying, and humans face hard times. The environment is designed to look challenging to survive. Floating rocks with a waterfall illustrate that something is wrong with the gravity in this harsh land, as the background motif indicates the end of the world. Foggy clouds around the mountain imply that there is a lot of moisture in the air. Its surroundings, such as floating rocks and “dry” thunder, show that it is a long way to the top where paradise awaits. This mystical landscape creates a dystopian atmosphere.
HOW TO PLAY
PC GOD MODE:
The god player views the interface through an orbital camera on a PC. The god could select any climber and read their profile; meanwhile, the god won’t know which climber is his/her friend in VR; once the camera smoothly focuses on that specific climber. The right mouse button helps the player to move the camera and angle. The left-mouse button selects climbers, chooses different skills, and uses them, such as throwing rocks and creating thunder. The mouse scroller is for zoom in and out the camera.
VR CLIMBER MODE:

The VR player uses two HTC Vive controllers to interact with the world and climb structures. The controllers are tracked in room-scale VR, allowing the player to move their hands while playing.

Using the trigger button, the player can grab objects in the world.

The player must pull their hands down while holding onto objects to climb in VR.
STORY BOARD
USER INTERFACE

Level Selection

Climber Profile

God Onboarding

Player Profile

Character Design

Player Selection

Tools

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Categories: Interactive Design