We have been changing technology, while technology has been changing us. There will always be devices to carry the joy of gaming from the past to the present. They were previously known as a gamepad, a game console, and a computer. While in the future, people will play the game in a more immersive way. That is virtual reality.
VR technology is applied in multiple fields, but as many people know, it is commonly used in gaming industry due to the immersive interaction that brings a more realistic game experience. As a next-generation game platform, MetaOasis has also cast ourselves into this tide and realized the idea of applying VR technology to games. As a result,we created Gun and Glory, a fantastic VR game.
https://www.youtube.com/watch?v=NNNdSl0uvz8&t=3s
Gun and Glory is a VR game designed and developed by our in-house studio — Epoison studio. The studio, with over ten years of game-making experience, spent two months designing to make the game saturated with fun. It’s a first-person shooting game, in which players can enjoy fun and aggressive gunplay.
The background of the story happens in the year 275 of the New Era. In order to alleviate the population conflict, the Federation launched several alien observation projects in order to find a new home suitable for human habitation, and the “Desert Traveler” project was officially launched, led by Dr. Adam.
In the same year, Dr. Adam formally introduced the “Desert Traveler” program to all mankind at the Federation Congress. They will take the Earth as the center, travel through the star gate in different directions, explore the universe, and find a new home suitable for humans.
In the year 280 of the New Era, you were one of the first selected as “pathfander” to enter the “Green Dragon” simulation training module … Then you will begin training to become a qualified pathfinder.
A good story will keep players immersed, while good game-making and design ideas can realize the immersion.
First of all, the modellers determine the overall proportion in MAYA so that the guns and in-game items become more realistic to the human’s eyes, the reason for this is to make the game more immersive when played with a VR device.
After they determine the proportion and draw in outline, they will focus the topology and adjust the routing of each model.
Once the basic modelling was complete, the modellers begin to work on texturing and shading by Substance painter. This step adds subtle detail to a bare model and give it a more natural texture.
The modellers build Gun and Glory’s scenes by Unity . They uses model resources, create by art& graphic team, to build the game scenes in light, filter and color.
Light is key to the atmosphere of a game scene, therefore the modellers add point light and area light to these scenes in UNITY; They put the light resources onto a right position while adjusting the parameters, including shadow type, resolution and other details, and using the eyedropper tool to adjust the color to make it cozy.
Add filters can make scenes look like more intuitive and immersive for the gamers. To create a global volume in UNITY and choose rendering like chromatic aberration tonemapping and others.
Check out the comparison below.
In shooting games, players need to have a sharp reaction, in a very short period of time, to complete the action of aiming and shooting. It can be said that the shooting game, no matter what kind of background and gameplay is added, will first be a reaction game, or a game about “time” — use your reaction to create the best time difference!
Gun and Glory is like this. When you are a trainee in the training module, you will be cast in the three scenes: snowfield, desert town and farm. When you hold your gun and stand in the center of these scenes, there will be many items coming at you. You must have a sharp reaction to smash them with your gun and get a higher score as much as possible.
In game-making, the design and development team focus on many respects according to human physiology.
Usually the VR game will make players dizzy due to the mismatch between the brain and the body balance system, so our design team places the lens in the best position after many tries, which follows the principle of perspective. The correct position of the lens can minimize the pressure on the player’s eyes and the burden on the brain, thus reducing dizziness.
UI design also plays an important role in reducing dizziness. The UI is often flat, and it is not recommended to simply place the 2D UI into the VR interface. Because the UI in VR is presented as a sphere, the left and right sides must be curled to make the UI a semi-arc and match the eyeballs.
The in-game viewable range is 360 degrees, but the team has designed to avoid players turning their heads too often and causing dizzines. UI designers try to focus all the information in the center of the visual. In this way, players can see the whole information in one view. Just shown in the following.
We have our self-developed Metaverse product called Emergence. Metaverse is originally the integration of many new technologies, thus VR technology must be one of it. VR can be said to be the entrance ticket to Metaverse. With VR technology and the devices, people can experience Metaverse more immersive. VR shortens the distance between us and Metaverse, so that people, the real creatures, are more immersed in the electronic world, but also will make our world dimension wider. In the future, more efforts will be made to make VR and metaverse combine better and truly realize the world of Player One.
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