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VR Base - GARAGE

In between projects at Spectr BIM, I took some time to create the game Garage for VR Base. This game takes all logic from its predecessor and puts it in a new coat, with more advanced shaders, special effects, lighting and map layout.

At VR Base, all games are played in a 15m15m arena. All games are custom built for this arena and according hardware. A location of VR Base in Leuven could not play one of the pvp games (called Warehouse) due to its slightly smaller arena size and having three support pillars in the playing field. That is why a variant of that game was made specifically for those restrictions, which now is called Garage. It is built for small arena's with 2 to 6 players.

The map layout is very thoroughly planned. It is filled with twists and corners to let it feel a lot bigger and expand the amount of playing options. Some holes in walls, air vents, cracks and more kinds of peeking holes also let the player try to play smarter than their opponents.

Many 3D models originate from kitbash3D and were slightly modified and applied to the environment. All renders were made at runtime, in a completely non-staged 1v2 game.

Throughout this project I decided to learn new things and push my own limits. In order to do so, I custom built parallax mapping into the main shader. It can be seen very well on the floors and walls. On top of that is some additional vfx such as moths, birds and dust, MSAO decals, audio and post processing zones.

https://vrbase.be

By having a lot of crossections and cornes, the playing field feels larger and players create their own randomness.

By having a lot of crossections and cornes, the playing field feels larger and players create their own randomness.

Although being small, the environment features six different functional locations (purely visual), helping players orient themselves better.

Although being small, the environment features six different functional locations (purely visual), helping players orient themselves better.

Although having the playing field clearly blocked off, the environment still suggests for a larger world.

Although having the playing field clearly blocked off, the environment still suggests for a larger world.

Although having the map layout be point symmetric, the environment itself is not. This hides the symmetry to players, increasing the immersion.

Although having the map layout be point symmetric, the environment itself is not. This hides the symmetry to players, increasing the immersion.

Some holes in walls let players predict the appearance of enemies or even try a sneaky shot.

Some holes in walls let players predict the appearance of enemies or even try a sneaky shot.

the high reflections on the environment increase the impact of players' shots.

the high reflections on the environment increase the impact of players' shots.

the high reflections on the environment increase the impact of players' shots.

the high reflections on the environment increase the impact of players' shots.

Some assets are "seethrough", partially protecting players but mainly avoiding players running into eachother on sharp corners.

Some assets are "seethrough", partially protecting players but mainly avoiding players running into eachother on sharp corners.

Here the parallax mapping creates some nice heights on the wall.

Here the parallax mapping creates some nice heights on the wall.

Here the parallax mapping creates some nice heights on the wall and floor.