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MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7
MTBS3D .@reality_clash is a developing #AugmentedReality combat game. We got to interview Tony Pearce, the CCO and Co-Fou… https://t.co/24P5kLz0Ef
MTBS3D Robots explode at #GDC2019 with @FuturLab. They have a new title for #PSVR called Mini Mech Mayhem. #GDC19https://t.co/JiIuJgGZ64
MTBS3D .@zerolatencyVR has a number of #VR out-of-home entertainment centers around the world, and we got to catch up with… https://t.co/NZJBVyRUWz
MTBS3D RT @GetImmersed: Dr. Ofer Shai is the Director of Omnia AI at @DeloitteCanada. He talked about the misconceptions about #ArtificialIntellig
MTBS3D RT @GetImmersed: The use of #futurecomputing in #healthcare was one of the prominent tracks at #Immersed2018, and we got to see some really…
MTBS3D RT @GetImmersed: Ricardo Wagner, Director of Product Marketing for #Office365 at @microsoftcanada, talked about their efforts to make moder…
MTBS3D RT @GetImmersed: Pascal Langlois, Founder of Collective Intent, talks about the potential of using motion capture technologies to re-enable…

The Story of Project Holodeck


The Film Noir Zombie Apocalypse

While showcasing at the Science Gallery in Dublin we kept getting feedback that a Zombie game would be jaw-dropping in VR.  So we decided to make that too. As Wild Skies was well underway, we started a 2nd project called Zombies on the Holodeck so we could try out a new genre with new game mechanics and spatial arrangements.

Zombies on the Holodeck!

This time we didn’t have a flying ship, so we had to have a reason for containing the players in a small play area.  I thought a ‘Hold Out’ scenario might work, where players could pile boxes and debris in order to block Zombies from entering the play area and eating them alive.  This was a tough balance and we never quite got that to work.  Turns out players don’t like bending over and picking things up in VR – its too much effort.  So instead we decided to focus on weapons.  Alex began implementing two-handed weaponry with our custom Hydra framework, and I built out a complete level with a unique grayscale film noir style.  I was joined in late January by Adrian Swanberg, who crafted unique game mechanics such as clip reloading, dynamic Zombie spawning, player damage system, and so much more.

Zombies Concept Art

It was fascinating playing with all these mechanics in VR – and there’s still so much more room to innovate.  Audio for one thing always turns out to be more important than you think at first, especially in VR.  I spent a lot of time crafting a robust audio experience with old school horror film scores, wind, thunder, rain, radios, televisions, and the like.  Our audio director Jeremy Tisser composed his own music to complement the setting. 

Quality audio made the experience so much more immersive.  During development I would often find myself sitting in a room with a Rift and headphones on for hours on end – complete sensory isolation – and start to feel cold and wet from the virtual thunderstorms.  I would pour myself a warm mug of coffee and get comfortable, only to be surprised to step outside and be hit in the face by 80 degree weather.