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If you own, or have access to, an HTC Vive then feel free to download it.
Otherwise here's a video.
Above you can see the initial One-Sheet, while below, you can see the environment in its GrayBoxing stage and the setup we decided to go with for the Vive controllers.



Our inspiration were all the classic and most popular Rpgs, so the aim was to follow the genre's design values as much as possible while developing for VR.
Even though some elements fit well, others had to be adapted. Elements as simple as walking or talking to NPC were designed to feel natural without the use of GUI,
which made even making a menu tricky.
It also gave me the most satisfaction when I first managed to have the skill system working and upgrading my spells.
Ilara is my final third year project at university.
With a team of three, we had no limitations on what we could do with the brief we were given, aside from the time limit.
Following the release of the VR Headsets in early 2016, my objective was to make a game for the HTC Vive.
Having the role of Game Designer and Programmer I assumed a directive role, overviewing the workflow between the Concept Artist, the Modeller and myself.
We also worked with voice actors and a music producer, which was an amazing experience.
Especially on the sound side of things, we managed to create a moodboard of sounds which get accessed at different times and with different tonalities depending on in-game parameters (speed, combat, location, etc.).
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