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Virtual Reality · 2017

Pandora

A narrative VR journey on a pegasus-drawn carriage, using motion design and reward systems to tell a story while taming motion sickness.

Pandora

Introduction

Pandora has opened the box of evil and unleashed it upon the world. She goes on a quest to fix her mistake and bring the world back to life. The theme of this project was to tell a story, which made narrative the central design driver.

Designing comfortable movement

The Oculus Rift allowed a smaller walking area than the HTC Vive, yet we wanted a larger world to explore. So the player rides a carriage pulled by a pegasus — because we wanted to fly. That introduced challenges around motion sickness and comprehension while moving:

  • A pegasus and power source in front of the user act as a fixed pivot point, reducing motion sickness.
  • Carriage speed eases in and out to feel natural, stopping automatically where player interaction is needed.
  • Two levels — ground and sky — leverage the fable’s magical nature and experiment with reactions to ascent.
  • A visual reward system (color shifts, happier music, a colorful top-down reveal) teaches players they are doing the right thing.

My contribution

As a programmer, I helped realize the carriage locomotion, the layered environments and the reward-based feedback that carried the story.