This week, our team mainly focused on defining detailed game design content and determine the direction of prototyping. We also playtested our rocket prototype and archery prototype during playtest night and managed to finish our diving prototype.
From our previous prototypes and feedback from quarters, we realized that overly frequent breathing interactions create excessive cognitive load. Additionally, detecting multiple distinct breathing patterns simultaneously is risky. To explore a wider range of breathing patterns while ensuring a progressively engaging experience for players, our team aims to introduce more breathing-based actions.
Considering these factors, we have decided to develop an adventure game with puzzle elements, where different breathing patterns are naturally woven into the gameplay through storytelling.
Level Design 1.0 & Direction of Prototyping
Based on previous brainstorming sessions, we discussed and finalized our current level layout and the initial level design concepts.

As shown in the image, the game begins with an escape sequence, where players must use shallow breathing to sneak past guards undetected. As the game progresses, they gradually learn new breathing techniques to interact with the environment and solve puzzles—such as blowing fans, diving, and archery—which allow them to engage with mechanisms and overcome challenges.
To ensure players can intuitively associate their breathing patterns with in-game actions while avoiding excessive UI elements that might break immersion in VR, we aim to visualize breathing patterns through the environment. For example, we have developed a “vibe environment” where the brightness dynamically shifts in response to the player’s breathing, making their actions more tangible.
Playtest Night
Rocket Prototype
Archery Prototype
Playtest Feedback:
Archery Prototype
- Visual effects effectively enhance the gameplay experience.
- The commercial belt functions well.
- Further integration between Python and Unity is required.
Rocket Prototype
- Belt placement is crucial for gameplay—when positioned correctly, both belly and chest breathers can effectively control the game.
- Optimizing the belt’s position is necessary; further playtesting is required for validation.
- Effective calibration testing and data collection are needed.
Comparison
- Breathing works better as a supportive rather than a primary game mechanic.
- VR provides a more satisfying experience than 2D.
Players responded positively to:
- Archery prototype: Visual effects and breathing-controlled zoom mechanics.
- Rocket prototype: Successful breathing control and pattern matching.
Both prototypes demonstrate the effectiveness of our breathing-based gameplay technology.
Challenges & Adjustments
Different players have varying breathing patterns, which poses a significant challenge for our breathing detection system. Fortunately, we discovered that shifting the breathing belt higher to the ribcage/diaphragm area allows it to accommodate both abdominal and chest breathers. Moving forward, we plan to conduct more tests to further validate this conclusion and ensure it meets the needs of all players.
Players have different opinions on the breathing-based game mechanics, but they often struggle to clearly articulate their feedback. To address this, we will design a more detailed questionnaire for future playtests to better capture their insights.
Looking ahead, we will begin our production process based on the finalized level layout. The scope of our prototype will focus on actions such as diving, sneaking, running, and climbing in our current level design.
Plans for Next Week
- Make and refine the diving prototype
- Create the sci-fi intro scene with a calibration system and explosion effect
- Conduct more playtest about the diving prototype and the sci-fi intro scene
- Team Bonding activities