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VR Horror Game

Roles

Story, 3D, Technical, Audio - Yashwanth
Story, 2D, Graphical, Assets- Kayden 

Project Context

Academic Work (NYIT)
4 weeks (2024)

Problem Statement

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The problem that we tackled with our project was the emotional aspect that a video game has on its user. Many gamers have become completely desensitized emotionally gaming in these past years due to the oversaturation and the novelty wearing off.

Users have become completely numb to the vision of death in a 2D game. It doesn't have the same effect that VR brings in the horror aspect. Being fully immersed in a horror game leads to jump scares like never before.

The total darkness that sounds your every view line. the sounds that surround your head. Everything in VR just brings you even more connected with the game you are about to play. And that was what we tried to achieve in our game. The highest level of emotions possible so we thought horror would fit that genre perfectly.

Research

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Mental Health Enhances cognitive functions and offers therapeutic benefits but can cause motion sickness and anxiety.

Physical Health Promotes physical activity, improving balance and coordination, but risks include poor posture and strain.

Research Gaps
Long Term Effects Limited data on the sustained impact of VR gaming.
Diverse Populations Need for studies across varied demographics.
Comparative Studies Essential for distinguishing VR effects from other gaming forms.

Solutions

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Why VR?

Offers unparalleled immersion by stimulating physical presence and emotional engagement through interactive,360 degree environments. This intensifies the horror experience by making it feel more real and immediate.​

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Impact

Enhanced Immersion and Fear VR makes players feel physically present and vulnerable, significantly amplifying the emotional intensity and fear essential to horror games.

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Guiding  Theories

Presence Theory: Maximizes the feeling of "being there" to enhance emotional involvement.

Flow Theory: Maintains engagement and immersion without breaking the continuity of experience

Goal

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To immerse players in a suspenseful VR horror environment where they must understand the clues and navigate through while managing their fear and anticipation, driven by dynamic jump scares and trigger events.​By the end of this game the user will know how to move continuously around the environment and use the head as a socket and learn how to search for keys and follow a story line

Interaction Design

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Adaptability and Stress Management
Adapt to unexpected situations effectively, managing stress and fear induced by jump scares and environmental triggers. This outcome focuses on emotional regulation and resilience in high pressure environments.
Exploration and Discovery
Encourage curiosity and exploration by rewarding players for uncovering hidden rooms and secrets. This outcome fosters a sense of discovery and reinforces the educational value of exploring new concepts and environments.​
Narrative Comprehension and Engagement.

Engage deeply with the games narrative through interactive storytelling and environmental clues, improving comprehension and retention ofcomplex storylines.

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