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  • Research into existing systems
  • Sprint 4 - Iterating on the walking

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  1. XR Concepting and Design

Walking Design

PreviousSpecialisten NetNextMultiple people in one body room

Last updated 3 years ago

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I was tasked with designing and developing a way for the players to walk in our experience.

Research into existing systems

My first step in designing a movement system for our game was looking into the systems of other games. I researched various systems in other VR games (, , , Golf It! (from playing it), etc.) and noted them down. Afterward, I decided if they were a potential solution for our project and if they were I slightly adjusted them and wrote them down.

After I noted down several ideas I picked out the best ones and worked them out into a walk options design document:

Sprint 4 - Iterating on the walking

In previous sprints and during this sprint I got feedback from various sources that asked me to change the walking mechanic in various ways. I got this feedback from peers, teachers and my teammates. Some of the feedback conflicted with each other so I had to carefully think about what users actually wanted.

Some of the requested changes:

路 I want to walk without buttons

路 I want to walk while holding buttons

路 I want to alternate my steps, because it feels more natural

路 I want to be able to use both my legs at the same time to move forwards if I feel like it

路 I want to be able to move backwards

路 I move backwards on accident, could you remove it?

路 I move to slow

路 The motions I have to make to be able to move are too big

路 The motion the player needs to make doesn鈥檛 look like how someone normally walks

Of these requested changes I had to figure out what users actually wanted, while still keeping it in scope and fitting to our environment. Because I was unsure of what would feel right I decided to prototype several of these changes.

I made 4 main prototypes with various variations within each of them:

路 Vertical movement walking where I have a slight interval where I ignore movement of the opposite velocity (so people don鈥檛 move backwards on accident).

路 Vertical movement where the player constantly moves when moving the controllers.

路 Horizontal movement walking.

路 Vertical movement walking without holding or repressing buttons, where I switch between standing still and walking by entering/exiting a walking state when the player presses a button.

After having tested each of these systems internally and some bigger changes externally I settled on the walking method where you press a button to enter walking mode, and after that you can move your arms normally along your body to move forward.

After I made the walk options document I asked my team for feedback on the options. We chose option 1, afterward I slightly adjusted the design. I also slightly iterated on the design while I was writing the code for it. You can read more about that in .

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