2017
VR exploration to learn design and development principles for creating virtual reality content. Created with Unity 3D, and compatible with Google Cardboard.
My role: Created the concept, designed and built the game. Models from Ted Sterchi.
The concept is this: Use your gaze and head movement to look at the marshmallows and zap them out, leaving only the cereal behind. The whole point of this game for me was to learn some design and development principles for creating in VR. Things that I wanted to learn from this were:

1
. Difficulty of using your head as a gaze input... and would gaze even be an ideal trigger?
2. How far is too far away when using vision to select things?
3. Using/reading text in VR

GAZE

I targeted development for the Google Cardboard because it was a lowest common denominator of sorts. Cheap and easy to use. The main selection input was also gaze. I started development pretty crudely, using spheres + limited shapes and testing how easy it was to select them based on size.

What I learned about gaze... Getting something to be easily selectable is tricky because everyone is different. Those with better neck coordination can more select something with more fine tuning, whereas others have more trouble. For me, the ideal size of objects I wanted selectable were scaled 1.5x. Using gaze as a selection input is nice because it eliminates the need for a controller or button, but there is also the accessibility problem that arises when someone cannot steadily move their head.
1x Size
1.5x Size

DEVELOPMENT

Learning how to design and build for VR is changing the way I think about experiences, making them more of a multi-sensory journey. The midway point of development  arrived when things really started falling into place. The 3D models were progressing (Thanks to Ted) and the level of game intricacy was advancing. Things were happening! Things like buoyancy, proper marshmallow deletion after selection, and starting to create the scene. And I was learning about materials, meshes, prefabs and efficiency. 

TESTING &
NEXT STEPS

Through user testing I discovered that sound was crucial to the experience; without it the game was boring. Learning how to trigger specific sounds for actions was a new learning curve for me because I haven’t had to deal with audio in previous projects.
ashleebeggsdesign@gmail.com