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Pablo F. created project Killing Zombies with Friends VR

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Killing Zombies with Friends VR

Point-and-shoot! Do you have what it takes to survive in this apocalyptic landscape, and be the best at it? Take your chance at annihilating a seemingly endless zombie-horde and rack up a body count higher than any of your friends.

Get in it to win it and put your survival skills to the test in this expansive zombie-infested city.

Zombies With Friends is the premiere way to take down zombies to liven up the party. Push the boundaries to do what it takes to win. Compete with your friends against the clock to find out who has the better sleight-of-hand!

This is a local multiplayer game -- you and your friends will be sharing the same virtual reality headset.

Killing Zombies with Friends is built on Unity for SteamVR-compatible headsets and will be released on STEAM by mid February under the Early Access program.

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Pablo F. added photos to project "Gozilla" VR Room-Scale Experience for SteamVR

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"Gozilla" VR Room-Scale Experience for SteamVR

This VR experience the player is a giant placed in the middle of a city where they have to defend themselves from dinosaurs. Dinosaurs can be defeated by throwing things at them. The player can grab parts of a building or trees and move them / throw them around. The buildings are basically towers of cubes stuck up, so it's quite fun to tear them down / push them towards the dinosaurs.

This experience works on SteamVR-compatible headsets and is a Room-Scale experience where position tracking of the player and controllers matters. I did make an adaptation for mobile VR as well that works only with the reticle, but it's much more limited.

Technical challenges included the physics simulation of the towers of cubes. Basically with Unity's default physics system and settings, when stacking many cubes on top of each other, they "bounce" a little bit due to calculation rounding error. This caused the towers to collapse even when a physics material with 0 bounciness was used. The only solution was to decrease the timestep simulation of the physics engine. Yet still the towers move a little bit for no reason. This takes of course a toll on the CPU usage. If the game was polished to production level, those issues would need to be addressed, probably by using a custom physics engine for those elements.

Demo of this experience can be viewed on the trailer video here: https://academy.zenva.com/product/create-a-dinosaur-room-scale-experience-with-steamvr/

This game was created as part of the Virtual Reality Mini-Degree, my comprehensive training series on how to create VR games with Unity: https://academy.zenva.com/product/the-complete-virtual-reality-game-development-course/

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Pablo F. added photos to project "Gozilla" VR Room-Scale Experience for SteamVR

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"Gozilla" VR Room-Scale Experience for SteamVR

This VR experience the player is a giant placed in the middle of a city where they have to defend themselves from dinosaurs. Dinosaurs can be defeated by throwing things at them. The player can grab parts of a building or trees and move them / throw them around. The buildings are basically towers of cubes stuck up, so it's quite fun to tear them down / push them towards the dinosaurs.

This experience works on SteamVR-compatible headsets and is a Room-Scale experience where position tracking of the player and controllers matters. I did make an adaptation for mobile VR as well that works only with the reticle, but it's much more limited.

Technical challenges included the physics simulation of the towers of cubes. Basically with Unity's default physics system and settings, when stacking many cubes on top of each other, they "bounce" a little bit due to calculation rounding error. This caused the towers to collapse even when a physics material with 0 bounciness was used. The only solution was to decrease the timestep simulation of the physics engine. Yet still the towers move a little bit for no reason. This takes of course a toll on the CPU usage. If the game was polished to production level, those issues would need to be addressed, probably by using a custom physics engine for those elements.

Demo of this experience can be viewed on the trailer video here: https://academy.zenva.com/product/create-a-dinosaur-room-scale-experience-with-steamvr/

This game was created as part of the Virtual Reality Mini-Degree, my comprehensive training series on how to create VR games with Unity: https://academy.zenva.com/product/the-complete-virtual-reality-game-development-course/

Medium indiegogo 20profile

Pablo F. created project "Gozilla" VR Room-Scale Experience for SteamVR

Medium 0806e8c9 57cd 440f aeb6 873baa60dbd5

"Gozilla" VR Room-Scale Experience for SteamVR

This VR experience the player is a giant placed in the middle of a city where they have to defend themselves from dinosaurs. Dinosaurs can be defeated by throwing things at them. The player can grab parts of a building or trees and move them / throw them around. The buildings are basically towers of cubes stuck up, so it's quite fun to tear them down / push them towards the dinosaurs.

This experience works on SteamVR-compatible headsets and is a Room-Scale experience where position tracking of the player and controllers matters. I did make an adaptation for mobile VR as well that works only with the reticle, but it's much more limited.

Technical challenges included the physics simulation of the towers of cubes. Basically with Unity's default physics system and settings, when stacking many cubes on top of each other, they "bounce" a little bit due to calculation rounding error. This caused the towers to collapse even when a physics material with 0 bounciness was used. The only solution was to decrease the timestep simulation of the physics engine. Yet still the towers move a little bit for no reason. This takes of course a toll on the CPU usage. If the game was polished to production level, those issues would need to be addressed, probably by using a custom physics engine for those elements.

Demo of this experience can be viewed on the trailer video here: https://academy.zenva.com/product/create-a-dinosaur-room-scale-experience-with-steamvr/

This game was created as part of the Virtual Reality Mini-Degree, my comprehensive training series on how to create VR games with Unity: https://academy.zenva.com/product/the-complete-virtual-reality-game-development-course/

Indiegogo 20profile

Pablo F. added photos to project Combat RPG Game in VR

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Combat RPG Game in VR

This mini-game is part of The Complete VR Game Development Course and consists of a small dungeon where you are attacked by a horde of skeletons.

This game uses a lot of the components developed in previous modules, such as free teleportation, interactive objects, and the ability to grab and utilize weapons.

Indirect light baking was used to achieve a good FPS (the lamps are all emissive materials, baked into the walls). The models were created with MagicaVoxel.

Mecanim animations were used for weapon movement when hitting.

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