Created and iterated on level and puzzle designs based on feedback from playtesters. For this project, we specifically wanted people of any experience level with games (including none) to be able to play, so a lot of playtesting was focused on new VR users as well as kids with limited gaming experience.
Designed interactions to be easily understandable to new VR users without the need to read any explanations (and limit any need for localization).
Collaborated with the lead designer and programmer to design new mechanics and shape the game’s tone and progression.
Created comfortable spaces for puzzle solving and exploring in VR environments.
The team did a lot of researching other VR games and platforms to learn what they did to reduce motion sickness and keep their games comfortable.
I first whiteboxed levels based on an overall look from the lead designer, then iterated on the structure to ensure transitions from area to area were not disorienting or sickening to the user.
Used Illustrator to make quick and dirty prototypes of a lot of puzzles, demo'd them to the lead designer for approval, then implemented the approved puzzles in the levels. Here's a few examples of how I used the prototypes to show off new mechanics:
Once levels and puzzles were comfortable enough for the team, I set up playtests with other members of the studio to observe any hang ups in the puzzles or levels.
Highlights + Results:
Showcased a vertical slice demo to hundreds of attendees at PAX Prime/West 2015. Received very positive feedback from both casual and hardcore gamers.