Week 5 – First Demo & Overcoming Challenges

This week, we started building our first demo to test the core mechanics of our VR experience. While this version didn’t include many features, it allowed us to experiment with player scaling. We shrunk the player down to 20cm and enlarged the surrounding assets to create a sense of miniaturization. Additionally, we gathered playtester feedback on the art assets to ensure they fit the game’s intended style and atmosphere.
Challenges & Solutions
Scene Size Limitations
One major challenge we faced was the limited physical play area. Since the player is shrunk down, the environment needs to appear much larger in proportion. However, even with faculty support, we could only secure a 4×4 meter play space, which wasn’t large enough to allow free movement in an oversized world.
To address this, we came up with two potential solutions:
- Designing each level as a separate scene rather than combining all three levels into a single large environment.
- Increasing the in-game walking distance, so each step covers more ground. This would create the illusion of a larger space while keeping actual movement minimal.
In the coming iterations, we plan to test both approaches and determine which works best for player immersion and practicality.
Workflow & Communication Issues
We also encountered challenges in team coordination due to unclear roles and communication gaps.
- The game design team lacked clear task assignments, causing confusion about responsibilities.
- Some team members were unaware of what others were working on, leading to inefficiencies when integrating work.
To resolve this, we identified the problem and decided to hold a team meeting next week to:
- Clarify individual roles and responsibilities to improve efficiency.
- Define clear short-term and long-term goals to keep everyone aligned.
Next Steps
Moving forward, our focus will be on improving team coordination and refining our level design approach based on scene size constraints. This first demo provided valuable insights, and we are eager to apply these learnings to create a more polished and immersive VR experience.