Kaue Oliveira

Apocalypse Chill

A Virtual Reality experience

PROJECT OVERVIEW

Apocalypse Chill: Build your chillout zone and escape the end of the world in VR.

SERVICES

UX designer
3D Designer
VR designer

TOOLS

Maya
Unity
Photoshop

THROUGH THE PROCESS

Apocalypse Chill is a first-person virtual reality escape room. The game begins next to an empty pool, and the user has 15 minutes to build a bonfire, construct a chillout area with different elements from two rooms, and light the fire. It was modelled in Maya, texturised in Photoshop, and developed in Unity using the Universal Render Pipeline (URP), a Unity rendering solution optimised for graphics performance, and the Unity XR Interaction Toolkit (XRI), a set of tools that makes it easy to create interactive virtual reality (VR) experiences.

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Challenges

The three-people team's challenge was to create an immersive 3D world with three distinct scenes where the user could follow clues and overcome challenges to escape the end of the world within a time limit. The puzzle experience consists of collecting elements from one side and placing them in the correct location to complete the task.

Designing a 3D world

I modelled in Maya and texturised in Photoshop the game's exterior scenery within the three buildings: the temple, the castle, and the ruins, as well as the mountains, dead trees, and the pool with two Japanese style bridges. To complete it, I placed an equirectangular photo of the sky while my colleagues modelled the two rooms with their elements and the objects to create the resting place.

UX UI design in VR

We offered users tips and suggestions before each scene with a hint panel. In the bedroom scenes, we created a HUD-like user interface with icons of the items the user needs. After placing the items in the highlighted box, the icon turns green. During gameplay, the timer is located in the upper right corner of the HUD. In-game, a soft, light sound can be heard, but the music increases the tension at the four-minute mark. If the user completes the objective in time, the congratulatory cutscene appears. Otherwise, the game-over cutscene appears.

Results

Completing a VR project like Apocalypse Chill was incredibly satisfying, especially when observing the integration of the three different scenes and assets. Maintaining lightweight models with interesting aesthetics was crucial for smooth operation and user immersion.

Addressing user challenges was a primary goal; the XR interaction toolkit and the XR Socket Interactor proved effective in guiding users toward specific object placement and navigation. This, combined with clear hint panels and dynamic icon updates, significantly improved the user experience.

The ultimate goal was for users to either successfully create a chill-out zone over time or suffer the consequences if they failed, culminating in a fun and engaging experience.

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