ComputerOKNOTOK
The game concept unfolded in a fictional world where outdated computers were left behind, hidden among all sorts of random objects. As a comparatively new and highly intelligent computer, the player would have to find other computer buddies, connect to them, and grab data from them so that the computer world would continue. The game aimed at arousing thoughts on the definition of being and connection.
The demo video
Game mechanism: finding computers within a time limit
ComputerOKNOTOK is a first person game with the core game mechanics that the player has to complete tasks (i.e. get close to a certain number of computer objects) within the time limit. There are also a few punishment design to maintain the challenging level of the game and to prevent potentially problematic moving behaviors.
Audio as additional information
The mini-game featured 18 sounds, most of which were self-produced. The sound design provided interaction, narrative, and spatial cues. Some sounds offered immediate user action feedback (e.g., computers activated when approached). Others enriched the narrative by giving computers distinct sounds reflective of their era and personality. Spatial audio enhanced gameplay by conveying object movement and location (e.g., an object approaching from the left), aiding users in tracking computer positions and avoiding moving obstacles.
Creating a Sci-Fi vibe computer world
The environment was based on an abstract Sci-Fi style with mathematical, geometric, and space-theme elements. Objects were designed to have emission lighting and mild floating movement to address the space-like environment. The gridding plane, stairs, and planet were designed to offer more visual references for the 3D environment.
A few key interations…
Game development
The original scripts relied on the distance between the player and obstacle objects, leading to mismatches. To improve accuracy, collision-based scripts were implemented. Position randomization was also introduced to provide users with a unique experience each time.
Sound design
With a deeper understanding of VR audio, spatial audio was applied to both computer and animated objects, enhancing gameplay by guiding players to locate or avoid specific items. Additionally, custom background music was created to enrich the game experience.
User experience
Early tests revealed that scale and perspective were major issues. Through continuous usability testing and re-evaluation, a more realistic viewpoint was established. Additional vertical visual elements were introduced to enhance users' situational awareness.