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Unreal Open Day 2017
Unreal Open Day 2017
Nick Donaldson
Lead Designer-VR, Epic Games
Designing Robo Recall
Unreal Open Day 2017
Unreal Open Day 2017
Arcade shooter
Oculus Touch
Free!!!
Robo Recall
Unreal Open Day 2017
• Game Pillars
• Teleportation
• Interactions
• Enemies
• HUD
We’ll cover…
Unreal Open Day 2017
Unreal Open Day 2017
• Demo for Oculus Connect
• Made in 10 weeks
• Proved many ideas
• Pre-Pre-Production
Unreal Open Day 2017
Unreal Open Day 2017
Design Pillars
Deciding what our game is.
Unreal Open Day 2017
Design Pillars
• Decide what our game is
• Decide what our game is NOT
• A filter for ideas
Unreal Open Day 2017
Neo - Be The One
Unreal Open Day 2017
Neo - Be The One
• You are the world’s biggest
badass.
• Keanu Reeves simulator
Unreal Open Day 2017
Feels like an arcade game
Unreal Open Day 2017
Feels like an arcade game
• A great framework to express:
• Points, multiplier, score, etc.
• Music
• Visuals
• Playful Tone
Unreal Open Day 2017
Unreal Open Day 2017
Feels like an arcade game
• What DON’T we have to do?
• Worry too much about story
• Take ourselves too seriously
Unreal Open Day 2017
Unique to Device
Unreal Open Day 2017
Unique to Device
• Challenge standard conventions
• Look for opportunities to take
advantage of the hardware
• How can we make a game that
would ONLY work in VR?
Unreal Open Day 2017
Grounded feels good
Unreal Open Day 2017
20 minute macro loop
Unreal Open Day 2017
20 minute macro loop
• How long can people play our
game?
• “20 minutes” was a guess
• We tuned our mission
length as we tested
Unreal Open Day 2017
Pillars
• Our pillars shaped the direction of our game
• Allowed us to make concise choices
• Prevented second guessing
Unreal Open Day 2017
Teleportation
Why and how we did it.
Unreal Open Day 2017
Locomotion
“Traditional” locomotion
• Uses sticks (or track pad) to move
• Eg. Onward
• Many people get sim sickness
Unreal Open Day 2017
Locomotion
Cockpit Games
• Racing games
• Space shooters etc.
• Eg. Eve Valkyrie
Unreal Open Day 2017
Locomotion
Novel locomotion
• Climbing with hands
• Leaning, swinging arms etc.
• Wacky hardware
Unreal Open Day 2017
Locomotion
Teleportation
• Comfortable!
• We built our fantasy around this
• Empowers the player
• Aligns with our pillars
Unreal Open Day 2017
Teleportation
Bullet Train
• Hold down button
• Point at pre-defined teleport
locations
• Release to teleport
Unreal Open Day 2017
Teleportation
Fundamental limitation:
Oculus touch only has front facing
tracking (by default)
• In Bullet Train we spawned
enemies in front of the player
• All teleport locations are on
outside of play space
Unreal Open Day 2017
Unreal Open Day 2017
Teleportation
Robo Recall
• For Robo Recall, we wanted more
freedom
• Wanted to teleport ANYWHERE!
• Still need to face forwards;
towards sensors
Unreal Open Day 2017
First Prototype
Unreal Open Day 2017
First Prototype
• Laser pointer position ai'ming
• Use hand roll for arrow direction
Unreal Open Day 2017
First Prototype - Issues
• Allows REALLY long teleports
• At low angles, small hand movements move the
end point by many meters!
• Controlling direction with hand roll is unintuitive
Unreal Open Day 2017
Second Prototype
Unreal Open Day 2017
Second Prototype
• Use joystick for arrow instead
• worked very well!
• Still didn’t solve the other issues
Unreal Open Day 2017
Then we saw…
Unreal Open Day 2017
Budget Cuts
Unreal Open Day 2017
Problems solved!
• Natural limit on teleport length
• Easy manipulation of end location
• Everybody understands parabolic arcs
Unreal Open Day 2017
Let’s steal it.
Unreal Open Day 2017
Bonus:
We added a new blueprint function:
Predict projectile path.
•Traces along a parabolic arc at a
specified simulation frequency.
•Outputs path positions and hit
information
Unreal Open Day 2017
So now we’re done, right?
Not quite…
Unreal Open Day 2017
Which way should the player be facing on teleport?
The most intuitive: The same direction as the
teleporter arrow
Front Facing Tracking
Unreal Open Day 2017
PROBLEM:
People quickly turn away from
the sensors
Front Facing Tracking
Unreal Open Day 2017
Our Solution:
To use the directional arrow as
the “Tracking forward” direction.
Front Facing Tracking
Unreal Open Day 2017
• Less intuitive =(
• Forces players to always be turning
back towards the sensors!
• Seemed like the correct compromise
• A short term problem
Front Facing Tracking
Unreal Open Day 2017
Front Facing Circle
Unreal Open Day 2017
Turn Around Text
Unreal Open Day 2017
VR has changed
Unreal Open Day 2017
Interaction
DK1
So futuristic!
Unreal Open Day 2017
Unreal Open Day 2017
Unreal Open Day 2017
A few Oculus prototypes later…
Unreal Open Day 2017
Crescent Bay Prototype (aka. Final spec)
• High resolution display
• Positional Tracking
• Built in headphones
Unreal Open Day 2017
Showdown Demo
Unreal Open Day 2017
Showdown Demo
“Wow! ...but I wish I could hit those
little rocks out of the way!”
Unreal Open Day 2017
Interaction
Grabbing, Reloading, Throwing
Unreal Open Day 2017
Grabbing
Basic Interactions
• Talked about this in Bullet
Train Talk
• Robo Recall uses the same
system
Unreal Open Day 2017
Grabbing
•Meeting player expectations is important.
• If player expects an interaction that doesn’t pay off….
Unreal Open Day 2017
Unreal Open Day 2017
Grabbing
Bullet Train had very narrow scope
•Grab guns and bullets
•Hand-holds on train
•Things highlight when you could grab them
Unreal Open Day 2017
Unreal Open Day 2017
Grabbing
Robo Recall is much more complex
•Grab enemies
•Grab their limbs while held
•Grab many other objects
Unreal Open Day 2017
I needed a visual language for things
that can be grabbed.
Unreal Open Day 2017
The Last of Us
Unreal Open Day 2017
The Last of Us
Unreal Open Day 2017
Unreal Open Day 2017
Grabbing
•Circles appear when in range to grab
•Expand when in “hover state”
•Can be grabbed when expanded
Unreal Open Day 2017
Grabbing
•Gave us consistent visual
language
•Players had less frustration
Unreal Open Day 2017
Reloading
…or choosing not to.
Unreal Open Day 2017
Reloading
• Didn’t have time to make
reloading for Bullet Train
• Wanted something really cool.
Unreal Open Day 2017
Unreal Open Day 2017
Reloading
•Reloading wasn’t much fun in other
VR shooters I played.
•Surely I could do it better!
Unreal Open Day 2017
•It was time to use our Pillars
•WWND?
•What Would Neo Do?
Reloading
Unreal Open Day 2017
Unreal Open Day 2017
Well… that’s easier
Unreal Open Day 2017
Reloading
More fun to throw anyway!
•Planted the seed for this in Bullet Train
•What can I do to make this a real part of our
game?
Unreal Open Day 2017
Unreal Open Day 2017
Reloading
•Slomo gun-bouncing
•Automatic reloading
•Slomo during teleport
Unreal Open Day 2017
Reloading
So how do we get new guns??
•Teleporting!
•We used our theme to explain that we
“teleport you new guns”
Unreal Open Day 2017
Holsters
Getting new guns
Unreal Open Day 2017
Built a prototype, quickly found a problem
• Your hips aren’t tracked
• Can we infer your hip position from your head
and hands?
• Not really… Next best thing is head Yaw
Unreal Open Day 2017
That’s problematic
• Players looked down,
tried to look at a gun
• Gun would try to align
to head
• Gimble lock issues
Unreal Open Day 2017
Solution:
• Lerp between yaw based on head
“forward vector” and head “Up vector”
Unreal Open Day 2017
Using Holsters:
• Originally used the standard
grab system
• Worked most of the time
• not good enough!
• Holster failure sucks!
Unreal Open Day 2017
• Had to be very generous
with grabbing holsters
• Used a “quadrant” grab
system
Unreal Open Day 2017
Pressed
Grab
No other
object
highlighted?
Close
enough?
GUNS!
Unreal Open Day 2017
Two Handed Weapons
...Are hard!
Unreal Open Day 2017
• Had a shotgun in Bullet Train
• 75% of players didn’t figure it out
• Lack of rigid physical object causes
hands to drift apart
Unreal Open Day 2017
Also…
Unreal Open Day 2017
Throwing
…all the things.
Unreal Open Day 2017
• Not quite the same in VR as
it is in real life (hopefully).
• Results are rarely what
player expects
• We need to help players out:
Aim assist
Throwing
Unreal Open Day 2017
• Built first version in Bullet train
• Find who’s closest to center of view cone
Throwing
Unreal Open Day 2017
Unreal Open Day 2017
Unreal Open Day 2017
Unreal Open Day 2017
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Unreal Open Day 2017
• Decent, but not a great metric for where you’re
aiming.
• Would sometimes “steal” the thrown object from
your hand.
• Needed a slightly different approach
Throwing
Unreal Open Day 2017
Bullet Train:
• Based on trying to interpret your intentions
• Needs eye tracking to be done well.
Robo Recall:
• Assumes that your actions are the best indication
of your intent. Just make your throw better!
Unreal Open Day 2017
Instead of view direction, we use hand
velocity instead
Throwing
Unreal Open Day 2017
Needed 2 separate approaches
1. Straight line throw (no gravity)
• Bullets
2. Ballistic throw (with gravity)
• Everything else
Throwing
Unreal Open Day 2017
Straight Line Throw
Unreal Open Day 2017
Throw Target Component
Unreal Open Day 2017
Use velocity to predict ahead
Unreal Open Day 2017
• Assist strength based on the
angle between the input
velocity direction and the
direction to the target.
Straight Line
Unreal Open Day 2017
Straight Line
• The closer you were to hitting,
the stronger the effect.
• Allows natural player feedback
• Players learn to adjust quickly
Unreal Open Day 2017
Straight Line
• In practice, people tend to miss high or low
• We do the strength calculation separately for
the horizontal (XY) and vertical (Z) axes.
Unreal Open Day 2017
Projectile Throw
First pass:
• Calculate intersection
point between projectile
path and horizontal plane.
• Works quite well!
Unreal Open Day 2017
Projectile Throw
First pass:
• But totally fails on
“hard throw” cases.
Unreal Open Day 2017
Projectile Throw
Second Pass:
• Also calculate intersection
with plane that faces
directly towards the throw
location.
Unreal Open Day 2017
Projectile Throw
Second Pass:
• Calculate ”assist strength”
for both
• Use the maximum
Unreal Open Day 2017
Enemies
Unreal Open Day 2017
Enemies
Filtered heavily through
our design pillars
Unreal Open Day 2017
1. You are…
Unreal Open Day 2017
1. You are Neo
Unreal Open Day 2017
1. You are Neo
• Instead of just being a challenge, I want to be
able to use each enemy as a weapon.
• Empower the player
Unreal Open Day 2017
2. Unique to device
• Touchable
• Grabbable
• Physical
Unreal Open Day 2017
The Biped
Default Enemy
Unreal Open Day 2017
We wanted to beat the crap out of
a robot.
Unreal Open Day 2017
Biped
• Our core enemy type
• We wanted to tear off the arm
and use it as a weapon
• Originally, his arm was going to
be an actual weapon
Unreal Open Day 2017
Biped
• Lots of iteration on how to interact
with them
• VR interactions are very different
than a regular game
Unreal Open Day 2017
Unreal Open Day 2017
Biped
• Explicit context sensitive actions
• On button press it performs an
action, or switches states.
Unreal Open Day 2017
Unreal Open Day 2017
Biped
• In VR, these actions are not pre-canned
animations.
• The player needs to perform these actions!
• There is a lot more room for failure cases
Unreal Open Day 2017
Failure Case:
• Originally, bipeds could only be grabbed when
the player teleported directly to them.
• Players expected to be able to grab them all the
time.
• Caused frustration when expectations not met.
Unreal Open Day 2017
More Fail:
• When you grabbed an enemy, we enabled
physics, and allow you to punch them.
• Lots of fun!
• People wanted to do it without first grabbing the
enemies.
Unreal Open Day 2017
• I had planned these states
so carefully!
• Can’t argue with the players
More Fail:
Unreal Open Day 2017
Unreal Open Day 2017
Biped
• We made every enemy within reaching distance
of the player fully simulate physics
• We made a new “Physical animation” system
• Now available in UE4
• Uses physics to try to match animations
Unreal Open Day 2017
Biped
• We spent a lot of time making sure that
every action a player wanted to perform
would function correctly.
• Rich, robust interactions are very
rewarding for the player
Unreal Open Day 2017
Biped
All that to say;
• Biped can be interacted with in many
different, complex ways as a weapon
against other enemies
Unreal Open Day 2017
Crawler
Boom spider
Unreal Open Day 2017
…because giant robot spiders in
VR is fun!
Unreal Open Day 2017
Crawler
• We first added these to exploit the “presence” of
VR.
• People get strong reactions from spiders.
Unreal Open Day 2017
Crawler
• We refined the idea of using all enemies as
weapons
• Explode them to destroy other bots
• Throw or hit like explosive baseball
Unreal Open Day 2017
Failed prototypes
• Originally crawler would have a laser and be held
like a gun.
• Conflicted with “up and personal” idea
• This idea turned into drone
• Instead of just exploding, crawler was “hijacked”
and would heat-seak an enemy.
• Was too slow, and lacked feedback
Unreal Open Day 2017
Drone
Flying gun
Unreal Open Day 2017
I wanted a robot that was also a gun.
Unreal Open Day 2017
Drone
• Based on failed Crawler prototype
• Modelled out of borrowed geometry from crawler
• One of the few enemies who’s weapon you can’t
deflect.
• Forces you to teleport or move your body
Unreal Open Day 2017
Fastbot
Run and teleport
Unreal Open Day 2017
We wanted an enemy that was fast
and could teleport, like you.
Unreal Open Day 2017
Fastbot
• I built a prototype where she teleports when shot.
• Worked very well!
• Positional audio is great.
• You can tell where she’s teleporting to without
even looking!
Unreal Open Day 2017
Fastbot
Other than teleporting, how is
she going to attack you?
• This took us a long time to
figure out!
Unreal Open Day 2017
Fastbot
This needed to serve 2 functions:
1. What can she do to you that is interesting?
2. More importantly: How can the player use this
against other enemies?
Unreal Open Day 2017
Inspiration:
Unreal Open Day 2017
Fastbot
The Whip:
1. Stops you from teleporting if she
hits you
2. Can be used against other
enemies as a big physics arm
Unreal Open Day 2017
FlyingBot
Metal angry bird
Unreal Open Day 2017
I wanted a robot that you could turn
into an angry bird.
Unreal Open Day 2017
This needed to serve 2 functions:
Unreal Open Day 2017
FlyingBot
I build a prototype of this “angry birds” functionality
quite early
• Moving around such a big creature with one hand is
difficult
• Had to iterate on this a few times
• Still a little rough around the edges
Unreal Open Day 2017
FlyingBot
• We had to find the fun for the rest of his behavior
much later in development.
• AI came online very late
• Experiment to find the fun
Unreal Open Day 2017
BigBot
Big… Robot….
Unreal Open Day 2017
We wanted a robot with a sense of
scale…. BIG!
Unreal Open Day 2017
Bigbot
What if you could hijack him, and be almost
invincible??
• Took the “use against other enemies” to the
extreme.
• Grab and throw enemies like toys
Unreal Open Day 2017
Unreal Open Day 2017
Bigbot
• Prototype the coolest part first
• More risk- We didn’t know if this was going
to work.
• Solve the more traditional parts last
• Less risk
Unreal Open Day 2017
UI and HUD
Displaying information
Unreal Open Day 2017
Unreal Open Day 2017
HUD
In staying with out Arcade game pillar, we had some
information we wanted to convey in-game.
• Score
• Multiplier
• “Scoring Events” or “Trick-shots”
Unreal Open Day 2017
HUD
VR “Best Practices” say to keep as much UI in-
world as possible.
• This is true!
• Scoring events worked perfectly in-world
Unreal Open Day 2017
Unreal Open Day 2017
HUD
But what about persistent information?
…lots of iteration.
Unreal Open Day 2017
HUD
• First tried HUD
• Tried having score on a “wrist watch”
• Someone else tried a HUD
• Tracking space vs. Camera space
Unreal Open Day 2017
Unreal Open Day 2017
HUD
Then tried wrist watch again
• Nobody ever looked at the watch
• Also tried ”Pause” menu on watch
• Awkward angle to interact with
Unreal Open Day 2017
HUD
Then we asked… Do we need a HUD?
• We added current multiplier to
”scoring events”
• Too much information!
Unreal Open Day 2017
HUD
Finally returned to classic HUD
• Stuck to your face
• Not perfect but..
….actually worked!
Unreal Open Day 2017
Unreal Open Day 2017
HUD
We put this on-screen during gameplay, and
noticed an issue:
Any HUD in the center zone of the screen got
in the way.
Unreal Open Day 2017
Unreal Open Day 2017
HUD
• To draw attention to information, whenever
there’s an update we animate size and color.
• We animate “Multiplier chips” moving towards the
HUD element
Unreal Open Day 2017
Unreal Open Day 2017
Unreal Open Day 2017
Whole project on Epic Games Launcher!
Unreal Open Day 2017
Thank you!
Robo Recall Team
Epic Games China
Unreal Open Day 2017
Questions?

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Unreal Open Day 2017 Designing Robo Recall

  • 2. Unreal Open Day 2017 Nick Donaldson Lead Designer-VR, Epic Games Designing Robo Recall
  • 4. Unreal Open Day 2017 Arcade shooter Oculus Touch Free!!! Robo Recall
  • 5. Unreal Open Day 2017 • Game Pillars • Teleportation • Interactions • Enemies • HUD We’ll cover…
  • 7. Unreal Open Day 2017 • Demo for Oculus Connect • Made in 10 weeks • Proved many ideas • Pre-Pre-Production
  • 9. Unreal Open Day 2017 Design Pillars Deciding what our game is.
  • 10. Unreal Open Day 2017 Design Pillars • Decide what our game is • Decide what our game is NOT • A filter for ideas
  • 11. Unreal Open Day 2017 Neo - Be The One
  • 12. Unreal Open Day 2017 Neo - Be The One • You are the world’s biggest badass. • Keanu Reeves simulator
  • 13. Unreal Open Day 2017 Feels like an arcade game
  • 14. Unreal Open Day 2017 Feels like an arcade game • A great framework to express: • Points, multiplier, score, etc. • Music • Visuals • Playful Tone
  • 16. Unreal Open Day 2017 Feels like an arcade game • What DON’T we have to do? • Worry too much about story • Take ourselves too seriously
  • 17. Unreal Open Day 2017 Unique to Device
  • 18. Unreal Open Day 2017 Unique to Device • Challenge standard conventions • Look for opportunities to take advantage of the hardware • How can we make a game that would ONLY work in VR?
  • 19. Unreal Open Day 2017 Grounded feels good
  • 20. Unreal Open Day 2017 20 minute macro loop
  • 21. Unreal Open Day 2017 20 minute macro loop • How long can people play our game? • “20 minutes” was a guess • We tuned our mission length as we tested
  • 22. Unreal Open Day 2017 Pillars • Our pillars shaped the direction of our game • Allowed us to make concise choices • Prevented second guessing
  • 23. Unreal Open Day 2017 Teleportation Why and how we did it.
  • 24. Unreal Open Day 2017 Locomotion “Traditional” locomotion • Uses sticks (or track pad) to move • Eg. Onward • Many people get sim sickness
  • 25. Unreal Open Day 2017 Locomotion Cockpit Games • Racing games • Space shooters etc. • Eg. Eve Valkyrie
  • 26. Unreal Open Day 2017 Locomotion Novel locomotion • Climbing with hands • Leaning, swinging arms etc. • Wacky hardware
  • 27. Unreal Open Day 2017 Locomotion Teleportation • Comfortable! • We built our fantasy around this • Empowers the player • Aligns with our pillars
  • 28. Unreal Open Day 2017 Teleportation Bullet Train • Hold down button • Point at pre-defined teleport locations • Release to teleport
  • 29. Unreal Open Day 2017 Teleportation Fundamental limitation: Oculus touch only has front facing tracking (by default) • In Bullet Train we spawned enemies in front of the player • All teleport locations are on outside of play space
  • 31. Unreal Open Day 2017 Teleportation Robo Recall • For Robo Recall, we wanted more freedom • Wanted to teleport ANYWHERE! • Still need to face forwards; towards sensors
  • 32. Unreal Open Day 2017 First Prototype
  • 33. Unreal Open Day 2017 First Prototype • Laser pointer position ai'ming • Use hand roll for arrow direction
  • 34. Unreal Open Day 2017 First Prototype - Issues • Allows REALLY long teleports • At low angles, small hand movements move the end point by many meters! • Controlling direction with hand roll is unintuitive
  • 35. Unreal Open Day 2017 Second Prototype
  • 36. Unreal Open Day 2017 Second Prototype • Use joystick for arrow instead • worked very well! • Still didn’t solve the other issues
  • 37. Unreal Open Day 2017 Then we saw…
  • 38. Unreal Open Day 2017 Budget Cuts
  • 39. Unreal Open Day 2017 Problems solved! • Natural limit on teleport length • Easy manipulation of end location • Everybody understands parabolic arcs
  • 40. Unreal Open Day 2017 Let’s steal it.
  • 41. Unreal Open Day 2017 Bonus: We added a new blueprint function: Predict projectile path. •Traces along a parabolic arc at a specified simulation frequency. •Outputs path positions and hit information
  • 42. Unreal Open Day 2017 So now we’re done, right? Not quite…
  • 43. Unreal Open Day 2017 Which way should the player be facing on teleport? The most intuitive: The same direction as the teleporter arrow Front Facing Tracking
  • 44. Unreal Open Day 2017 PROBLEM: People quickly turn away from the sensors Front Facing Tracking
  • 45. Unreal Open Day 2017 Our Solution: To use the directional arrow as the “Tracking forward” direction. Front Facing Tracking
  • 46. Unreal Open Day 2017 • Less intuitive =( • Forces players to always be turning back towards the sensors! • Seemed like the correct compromise • A short term problem Front Facing Tracking
  • 47. Unreal Open Day 2017 Front Facing Circle
  • 48. Unreal Open Day 2017 Turn Around Text
  • 49. Unreal Open Day 2017 VR has changed
  • 50. Unreal Open Day 2017 Interaction DK1 So futuristic!
  • 53. Unreal Open Day 2017 A few Oculus prototypes later…
  • 54. Unreal Open Day 2017 Crescent Bay Prototype (aka. Final spec) • High resolution display • Positional Tracking • Built in headphones
  • 55. Unreal Open Day 2017 Showdown Demo
  • 56. Unreal Open Day 2017 Showdown Demo “Wow! ...but I wish I could hit those little rocks out of the way!”
  • 57. Unreal Open Day 2017 Interaction Grabbing, Reloading, Throwing
  • 58. Unreal Open Day 2017 Grabbing Basic Interactions • Talked about this in Bullet Train Talk • Robo Recall uses the same system
  • 59. Unreal Open Day 2017 Grabbing •Meeting player expectations is important. • If player expects an interaction that doesn’t pay off….
  • 61. Unreal Open Day 2017 Grabbing Bullet Train had very narrow scope •Grab guns and bullets •Hand-holds on train •Things highlight when you could grab them
  • 63. Unreal Open Day 2017 Grabbing Robo Recall is much more complex •Grab enemies •Grab their limbs while held •Grab many other objects
  • 64. Unreal Open Day 2017 I needed a visual language for things that can be grabbed.
  • 65. Unreal Open Day 2017 The Last of Us
  • 66. Unreal Open Day 2017 The Last of Us
  • 68. Unreal Open Day 2017 Grabbing •Circles appear when in range to grab •Expand when in “hover state” •Can be grabbed when expanded
  • 69. Unreal Open Day 2017 Grabbing •Gave us consistent visual language •Players had less frustration
  • 70. Unreal Open Day 2017 Reloading …or choosing not to.
  • 71. Unreal Open Day 2017 Reloading • Didn’t have time to make reloading for Bullet Train • Wanted something really cool.
  • 73. Unreal Open Day 2017 Reloading •Reloading wasn’t much fun in other VR shooters I played. •Surely I could do it better!
  • 74. Unreal Open Day 2017 •It was time to use our Pillars •WWND? •What Would Neo Do? Reloading
  • 76. Unreal Open Day 2017 Well… that’s easier
  • 77. Unreal Open Day 2017 Reloading More fun to throw anyway! •Planted the seed for this in Bullet Train •What can I do to make this a real part of our game?
  • 79. Unreal Open Day 2017 Reloading •Slomo gun-bouncing •Automatic reloading •Slomo during teleport
  • 80. Unreal Open Day 2017 Reloading So how do we get new guns?? •Teleporting! •We used our theme to explain that we “teleport you new guns”
  • 81. Unreal Open Day 2017 Holsters Getting new guns
  • 82. Unreal Open Day 2017 Built a prototype, quickly found a problem • Your hips aren’t tracked • Can we infer your hip position from your head and hands? • Not really… Next best thing is head Yaw
  • 83. Unreal Open Day 2017 That’s problematic • Players looked down, tried to look at a gun • Gun would try to align to head • Gimble lock issues
  • 84. Unreal Open Day 2017 Solution: • Lerp between yaw based on head “forward vector” and head “Up vector”
  • 85. Unreal Open Day 2017 Using Holsters: • Originally used the standard grab system • Worked most of the time • not good enough! • Holster failure sucks!
  • 86. Unreal Open Day 2017 • Had to be very generous with grabbing holsters • Used a “quadrant” grab system
  • 87. Unreal Open Day 2017 Pressed Grab No other object highlighted? Close enough? GUNS!
  • 88. Unreal Open Day 2017 Two Handed Weapons ...Are hard!
  • 89. Unreal Open Day 2017 • Had a shotgun in Bullet Train • 75% of players didn’t figure it out • Lack of rigid physical object causes hands to drift apart
  • 90. Unreal Open Day 2017 Also…
  • 91. Unreal Open Day 2017 Throwing …all the things.
  • 92. Unreal Open Day 2017 • Not quite the same in VR as it is in real life (hopefully). • Results are rarely what player expects • We need to help players out: Aim assist Throwing
  • 93. Unreal Open Day 2017 • Built first version in Bullet train • Find who’s closest to center of view cone Throwing
  • 101. Unreal Open Day 2017 • Decent, but not a great metric for where you’re aiming. • Would sometimes “steal” the thrown object from your hand. • Needed a slightly different approach Throwing
  • 102. Unreal Open Day 2017 Bullet Train: • Based on trying to interpret your intentions • Needs eye tracking to be done well. Robo Recall: • Assumes that your actions are the best indication of your intent. Just make your throw better!
  • 103. Unreal Open Day 2017 Instead of view direction, we use hand velocity instead Throwing
  • 104. Unreal Open Day 2017 Needed 2 separate approaches 1. Straight line throw (no gravity) • Bullets 2. Ballistic throw (with gravity) • Everything else Throwing
  • 105. Unreal Open Day 2017 Straight Line Throw
  • 106. Unreal Open Day 2017 Throw Target Component
  • 107. Unreal Open Day 2017 Use velocity to predict ahead
  • 108. Unreal Open Day 2017 • Assist strength based on the angle between the input velocity direction and the direction to the target. Straight Line
  • 109. Unreal Open Day 2017 Straight Line • The closer you were to hitting, the stronger the effect. • Allows natural player feedback • Players learn to adjust quickly
  • 110. Unreal Open Day 2017 Straight Line • In practice, people tend to miss high or low • We do the strength calculation separately for the horizontal (XY) and vertical (Z) axes.
  • 111. Unreal Open Day 2017 Projectile Throw First pass: • Calculate intersection point between projectile path and horizontal plane. • Works quite well!
  • 112. Unreal Open Day 2017 Projectile Throw First pass: • But totally fails on “hard throw” cases.
  • 113. Unreal Open Day 2017 Projectile Throw Second Pass: • Also calculate intersection with plane that faces directly towards the throw location.
  • 114. Unreal Open Day 2017 Projectile Throw Second Pass: • Calculate ”assist strength” for both • Use the maximum
  • 115. Unreal Open Day 2017 Enemies
  • 116. Unreal Open Day 2017 Enemies Filtered heavily through our design pillars
  • 117. Unreal Open Day 2017 1. You are…
  • 118. Unreal Open Day 2017 1. You are Neo
  • 119. Unreal Open Day 2017 1. You are Neo • Instead of just being a challenge, I want to be able to use each enemy as a weapon. • Empower the player
  • 120. Unreal Open Day 2017 2. Unique to device • Touchable • Grabbable • Physical
  • 121. Unreal Open Day 2017 The Biped Default Enemy
  • 122. Unreal Open Day 2017 We wanted to beat the crap out of a robot.
  • 123. Unreal Open Day 2017 Biped • Our core enemy type • We wanted to tear off the arm and use it as a weapon • Originally, his arm was going to be an actual weapon
  • 124. Unreal Open Day 2017 Biped • Lots of iteration on how to interact with them • VR interactions are very different than a regular game
  • 126. Unreal Open Day 2017 Biped • Explicit context sensitive actions • On button press it performs an action, or switches states.
  • 128. Unreal Open Day 2017 Biped • In VR, these actions are not pre-canned animations. • The player needs to perform these actions! • There is a lot more room for failure cases
  • 129. Unreal Open Day 2017 Failure Case: • Originally, bipeds could only be grabbed when the player teleported directly to them. • Players expected to be able to grab them all the time. • Caused frustration when expectations not met.
  • 130. Unreal Open Day 2017 More Fail: • When you grabbed an enemy, we enabled physics, and allow you to punch them. • Lots of fun! • People wanted to do it without first grabbing the enemies.
  • 131. Unreal Open Day 2017 • I had planned these states so carefully! • Can’t argue with the players More Fail:
  • 133. Unreal Open Day 2017 Biped • We made every enemy within reaching distance of the player fully simulate physics • We made a new “Physical animation” system • Now available in UE4 • Uses physics to try to match animations
  • 134. Unreal Open Day 2017 Biped • We spent a lot of time making sure that every action a player wanted to perform would function correctly. • Rich, robust interactions are very rewarding for the player
  • 135. Unreal Open Day 2017 Biped All that to say; • Biped can be interacted with in many different, complex ways as a weapon against other enemies
  • 136. Unreal Open Day 2017 Crawler Boom spider
  • 137. Unreal Open Day 2017 …because giant robot spiders in VR is fun!
  • 138. Unreal Open Day 2017 Crawler • We first added these to exploit the “presence” of VR. • People get strong reactions from spiders.
  • 139. Unreal Open Day 2017 Crawler • We refined the idea of using all enemies as weapons • Explode them to destroy other bots • Throw or hit like explosive baseball
  • 140. Unreal Open Day 2017 Failed prototypes • Originally crawler would have a laser and be held like a gun. • Conflicted with “up and personal” idea • This idea turned into drone • Instead of just exploding, crawler was “hijacked” and would heat-seak an enemy. • Was too slow, and lacked feedback
  • 141. Unreal Open Day 2017 Drone Flying gun
  • 142. Unreal Open Day 2017 I wanted a robot that was also a gun.
  • 143. Unreal Open Day 2017 Drone • Based on failed Crawler prototype • Modelled out of borrowed geometry from crawler • One of the few enemies who’s weapon you can’t deflect. • Forces you to teleport or move your body
  • 144. Unreal Open Day 2017 Fastbot Run and teleport
  • 145. Unreal Open Day 2017 We wanted an enemy that was fast and could teleport, like you.
  • 146. Unreal Open Day 2017 Fastbot • I built a prototype where she teleports when shot. • Worked very well! • Positional audio is great. • You can tell where she’s teleporting to without even looking!
  • 147. Unreal Open Day 2017 Fastbot Other than teleporting, how is she going to attack you? • This took us a long time to figure out!
  • 148. Unreal Open Day 2017 Fastbot This needed to serve 2 functions: 1. What can she do to you that is interesting? 2. More importantly: How can the player use this against other enemies?
  • 149. Unreal Open Day 2017 Inspiration:
  • 150. Unreal Open Day 2017 Fastbot The Whip: 1. Stops you from teleporting if she hits you 2. Can be used against other enemies as a big physics arm
  • 151. Unreal Open Day 2017 FlyingBot Metal angry bird
  • 152. Unreal Open Day 2017 I wanted a robot that you could turn into an angry bird.
  • 153. Unreal Open Day 2017 This needed to serve 2 functions:
  • 154. Unreal Open Day 2017 FlyingBot I build a prototype of this “angry birds” functionality quite early • Moving around such a big creature with one hand is difficult • Had to iterate on this a few times • Still a little rough around the edges
  • 155. Unreal Open Day 2017 FlyingBot • We had to find the fun for the rest of his behavior much later in development. • AI came online very late • Experiment to find the fun
  • 156. Unreal Open Day 2017 BigBot Big… Robot….
  • 157. Unreal Open Day 2017 We wanted a robot with a sense of scale…. BIG!
  • 158. Unreal Open Day 2017 Bigbot What if you could hijack him, and be almost invincible?? • Took the “use against other enemies” to the extreme. • Grab and throw enemies like toys
  • 160. Unreal Open Day 2017 Bigbot • Prototype the coolest part first • More risk- We didn’t know if this was going to work. • Solve the more traditional parts last • Less risk
  • 161. Unreal Open Day 2017 UI and HUD Displaying information
  • 163. Unreal Open Day 2017 HUD In staying with out Arcade game pillar, we had some information we wanted to convey in-game. • Score • Multiplier • “Scoring Events” or “Trick-shots”
  • 164. Unreal Open Day 2017 HUD VR “Best Practices” say to keep as much UI in- world as possible. • This is true! • Scoring events worked perfectly in-world
  • 166. Unreal Open Day 2017 HUD But what about persistent information? …lots of iteration.
  • 167. Unreal Open Day 2017 HUD • First tried HUD • Tried having score on a “wrist watch” • Someone else tried a HUD • Tracking space vs. Camera space
  • 169. Unreal Open Day 2017 HUD Then tried wrist watch again • Nobody ever looked at the watch • Also tried ”Pause” menu on watch • Awkward angle to interact with
  • 170. Unreal Open Day 2017 HUD Then we asked… Do we need a HUD? • We added current multiplier to ”scoring events” • Too much information!
  • 171. Unreal Open Day 2017 HUD Finally returned to classic HUD • Stuck to your face • Not perfect but.. ….actually worked!
  • 173. Unreal Open Day 2017 HUD We put this on-screen during gameplay, and noticed an issue: Any HUD in the center zone of the screen got in the way.
  • 175. Unreal Open Day 2017 HUD • To draw attention to information, whenever there’s an update we animate size and color. • We animate “Multiplier chips” moving towards the HUD element
  • 178. Unreal Open Day 2017 Whole project on Epic Games Launcher!
  • 179. Unreal Open Day 2017 Thank you! Robo Recall Team Epic Games China
  • 180. Unreal Open Day 2017 Questions?