Building Virtual Worlds (BVW) is a project-based course in Entertainment Technology Center (ETC) that challenges students to work quickly, creatively and collaboratively. Part of the immersion semester, BVW gives small teams of students around two weeks to create a virtual world, with new groups and goals for each round. It all culminates in a public festival to hundreds of spectators – and an incredible sense of accomplishment. In fact, many BVW ideas go on to become full-time research projects, student spin-offs and commercial successes.

Gnome Go Home

Overview

Gnome Go Home is an AR game on Magic Leap. The gnome is the main character that just finishes his barbecue in the forest and wants to go home. However, the smell of the barbecue attracts a lot of scary dogs which the gnome fear very much. The guest will play the game as a protector who will try to keep the dogs away from the gnome and help him get home safely.

Project Constraints: Character A is afraid of Character B. The guest should protect Character A from B to achieve a goal.

Project Scope

Role: Programmer, sound designer

Team Scale: 2 programmers, 2 artists and 1 sound designer

Duration: 2 weeks

Platform: Magic Leap

Contribution

  • Established basic hand detection in Magic Leap
  • Collaborated with producer, programmer and artist
  • Composed background music and recorded and edited sound effects

Whale You Were Here

Overview

Whale You Were Here is a VR game on HTC Vive. The guest will drive a space ship and freely explore a fancy sea-like space. In the space, there are a lot of animals trapped by bubbles, which can be saved by the guest using a magic wand. Following the star path, the guest will poke as many bubbles as possible and finally reaches the final bubble trapping a blue whale. After saving the final blue whale, all animals that the guest saves will gather together and beautifully swim up towards the sky.

Project Constraints: Create an interactive experience for naive guests and make them feel free.

Project Scope

Role: Sound designer

Team Scale: 2 programmers, 2 artists and 1 sound designer

Duration: 2 weeks

Platform: HTC Vive

Contribution

  • Applied ResonanceAudio in HTC Vive
  • Collaborated with producer, programmer and artist
  • Composed background music and recorded and edited sound effects

Beat Fighter

Overview

Beat Fighter is a 3D rhythm game on PC. The main character is a robot character, whose direction can be controlled by the guest using 3D Rudder and movement controlled using Phidgets. The background has a cyber punk style and will have obvious beat and rhythm, so that the robot can only move forward/backward when the guest hit the beat correctly on time. The game is engaging makes the guest have fun.

Project Constraints: Build a fun world.

Project Scope

Role: Sound designer

Team Scale: 2 programmers, 2 artists and 1 sound designer

Duration: 1 week

Platform: PC, 3D Rudder and Phidgets

Contribution

  • Collaborated with producer, programmer and artist
  • Composed background music and recorded and edited sound effects

Trapped

Overview

Trapped is a 2D horror game on CAVE, an ETC platform that consists of three huge screen and one rubber platform on the ground. The game can be played by 5-6 players at the same time and they will experience as several tourists that accidentally walk in a haunted house and try to get out before being trapped by an very old ghost forever. The game contains several simple puzzles, during which the guests step by step understand the story of the house and the old man who lived here long time ago.

Project Constraints: Create an interactive storytelling experience.

Project Scope

Role: Sound designer

Team Scale: 2 programmers, 2 artists and 1 sound designer

Duration: 2 weeks

Platform: CAVE

Contribution

  • Collaborated with producer, programmer and artist
  • Composed background music and recorded and edited sound effects

Tha Zubmarin

Overview

Tha Zubmarin is an immersive game experience for two players, one being in VR and diving in the deep ocean, and the other being in the actual world and using Makey Makey to control the submarine. The two players need to talk and cooperate to fix the submarine and escape from the ocean.

Project Constraints: Create an engaging and fun experience for a game festival.

Project Scope

Role: Producer, sound designer

Team Scale: 2 programmers, 2 artists and 1 sound designer

Duration: 3 weeks

Platform: Oculus Rift S and Makey Makey

Contribution

  • Designed script and handbook for background introduction and instruction
  • Designed and made props and circuits for the game experience
  • Collaborated with producer, programmer and artist
  • Composed background music and recorded and edited sound effects