SUMMARY

Built in Unity and operating on Oculus S, Story Heist is an immersive VR experience. Based on fables and tales the narrative leads us through stories we grew up to. My work was on Jack and the Giant Beanstalk Level, taking the player on a quest to steal the gold before Jack can get his hands on the goods.

CONTRIBUTIONS: Level Design, Kit Assembly, Guide map, and Beat Map. Created the Lock and Key Mechanics. Level polish, quality control and voice acting.

SPECIFICATIONS

  • TEAM: 3 - Student Project

  • GENRE: VR Narrative single player

  • DURATION: 3 Weeks

  • SOFTWARE: Unity, Diagrams, and Dungeon Scrawl


GAMEPLAY OVERVIEW

The Goal of the game is to wreak havoc and ruin the happily ever afters by stealing important narrative items such as the Harp, Goose, or Gold. and return to collect bounties. The experience itself allows players to play within a sandbox realm as objects are interactable. The player is equipped with a Gun, allowing them to ensure destruction and enjoyment.


VISUAL RESEARCH / THEMATIC

I began designing the levels by conducting research and gathering visual references to create a mood board to capture the essence and aesthetic that makes Jack and the Bean Stalk unique.

I intended to create a historically accurate representation while including ideas that would suit scenarios and mechanics, such as scale, traversal, interaction, and exploration.


BLOCK OUT PROCESS

Level Beats and pacing

The level beats are meant to indicate important points within the level. At the start of the game, the player is dwarfed by the large entrance doors, the anticipation leads them to a room with blocked paths. Again the player uses their size to progress, however, locked doors still deny the player access. The hidden passage is an Ah-ha moment for the player, a reassurance of size and space. Again we face a challenge, large steps to scale, a vista allows the player to reflect on the start. Reaching the main hall a vantage point view directs our attention to the key on the table, another obstacle. After obtaining the key the player can acess the Gold room, a treasure trove of valuables and the cellar


Level Overview

The Level design directs the player through the castle into the main room with the giant before allowing them entry to explore new areas. This gate and key logic allow the player to unlock new rooms while also reconnecting and looping them through the castle. The paths return to the beanstalk after completing the main objectives. New areas reward the player’s exploration with valuable bounty items.

Walkthrough


Reference and Reflection

This was a great experience to play around with VR and create a space meant to be explored and interacted with. The Scale of the space created challenges that required unique problem-solving for traversal and exploration. I enjoyed creating pockets within the space to make it feel homogeneous.

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