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Project Name:
-VR Stealth

Software Used:

Unreal Engine 4 Blueprint

This is a VR based stealth game that I developed as an extra piece of portfolio work. This project was inspired by the likes of "Splinter Cell", Payday 2 and Half Life: Alyx.

The game works only on Rift S as of now, please check it out below!

Game Information

This game was a solo project VR style game that I developed for an extra piece of portfolio work for my final year of university

Game Inspiration

The game was inspired by games such as Splinter Cell, Payday 2 and Half-Life: Alyx and had most of its mechanics built around features found in those games.

The game features stealth like mechanics found in Splinter Cell and Payday 2, with the player sneaking into a bank, taking out the cameras and guards and then proceeding to steal the gold from within the bank.

The game also borrows from HL:Alyx with the way I dealt with ammo and reloading weapons, as I enjoyed scavenging for ammo in Alyx and thought it could be a good mechanic to bring into my game

 

Game Mechanics

Basic VR Traversal and Interaction Mechanics

Goal: Add mechanics that allow VR players to comfortably traverse the game world and interact with objects in the game space.

  • Players get the option of choosing between smooth locomotion and teleport movement to suit their comfort.

  • Players can choose between smooth turning and snap based rotation, also allowing fine tuning of the amount of degrees the player should turn.

  • Interaction with objects is physics based, so objects can be given weight either by defaults or per instance. Picking objects up with both hands is also easier than using just one hand.

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Basic VR Stealth Mechanics

Goal: Add mechanics that attempt to create a stealth like feel to the game and give the player satisfaction when successfully sneaking through the entire level.

  • Cameras around the level can spot players and will build up suspicion until they are fully alerted.

  • Once alerted, every guard linked to this camera will be set to alert and will be aware of the players last position when spotted.

  • Cameras are designer friendly and can be set up to spot players faster or slower.

  • Guards can also spot players and attack once alerted. Though if just that guard is alerted, then no other guard will know of the player's presence.

  • Guards can be given specific patrol routes by level designers, and can be set up to wait in certain positions for certain amounts of time.

VR Combat Mechanics

Goal: Add combat mechanics that attempt to mimic those found in HL:A and allow the player to deal with threats in the level.

  • The player is given the option with their right hand to switch between having a hand to grab objects with and a pistol to fire at targets in the level.

  • The pistol deals significantly more damage to guards heads, and will likely take out the guard before they can spot the player.

  • When the pistol's ammo is depleted, the player must eject their empty magazine and reach over either shoulder to grab a new magazine. The player must then place the magazine in the general vicinity of the magazine loader, and the pistol will auto-reload.

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©2021 by Michael Partridge.

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