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ENTER THE LABYRINTH: A VR PROCEDURAL PSYCHOLOGICAL NIGHTMARE
- Date Issued:
- 2020
- Abstract/Description:
- This thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare. Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the player must explore and problem-solve in order to find their way through the labyrinthine game. The environment changes and evolves as the game is replayed, creating a dream or nightmare-like setting, stirring the sensation of déjà vu. The game was developed in VR using the Oculus Quest, a device that allows the player to freely move about without being tethered to a computer. The Quest’s ability to use hand, body, and room tracking significantly improves an already immersive experience.
Title: | ENTER THE LABYRINTH: A VR PROCEDURAL PSYCHOLOGICAL NIGHTMARE. |
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Name(s): |
Horvath, John , author Maraffi, Christopher , Thesis advisor Florida Atlantic University, Degree grantor School of Communication & Multimedia Studies Dorothy F. Schmidt College of Arts and Letters |
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Type of Resource: | text | |
Genre: | Electronic Thesis Or Dissertation | |
Date Created: | 2020 | |
Date Issued: | 2020 | |
Publisher: | Florida Atlantic University | |
Place of Publication: | Boca Raton, Fla. | |
Physical Form: | application/pdf | |
Extent: | 73 p. | |
Language(s): | English | |
Abstract/Description: | This thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare. Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the player must explore and problem-solve in order to find their way through the labyrinthine game. The environment changes and evolves as the game is replayed, creating a dream or nightmare-like setting, stirring the sensation of déjà vu. The game was developed in VR using the Oculus Quest, a device that allows the player to freely move about without being tethered to a computer. The Quest’s ability to use hand, body, and room tracking significantly improves an already immersive experience. | |
Identifier: | FA00013471 (IID) | |
Degree granted: | Thesis (M.F.A.)--Florida Atlantic University, 2020. | |
Collection: | FAU Electronic Theses and Dissertations Collection | |
Note(s): | Includes bibliography. | |
Subject(s): |
Virtual reality Games Computer adventure games--Interactive multimedia |
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Held by: | Florida Atlantic University Libraries | |
Sublocation: | Digital Library | |
Persistent Link to This Record: | http://purl.flvc.org/fau/fd/FA00013471 | |
Use and Reproduction: | Copyright © is held by the author with permission granted to Florida Atlantic University to digitize, archive and distribute this item for non-profit research and educational purposes. Any reuse of this item in excess of fair use or other copyright exemptions requires permission of the copyright holder. | |
Use and Reproduction: | http://rightsstatements.org/vocab/InC/1.0/ | |
Host Institution: | FAU | |
Is Part of Series: | Florida Atlantic University Digital Library Collections. |