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Torch VR

TorchVR, is a game in Virtual Reality, made in 3 weeks with Unity by 4 Game designers and 4 Game Artists. 

I personnally made the first Level of the game with my colleague Quentin Pereira. And I was charged to build the Level with Mélanie Barco, to fit the Art and the Design.

It's dark sorry, It's Brighter in VR ! 

Pitch :

You are an explorer in a steampunk world, who have his zeppelin crashed in Antartica. to avoid finish here, alone and frozen, you must go to the cockpit to find a way to contact a rescue team.

You find a Torch, and with it, you must solve puzzles and find your way out of this frozen trap !

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Pre-work :

I search and learn a lot about VR, to know tips and tricks of those who have worked on VR and Oculus Rift. I've spent some hours on pinterest and ArtStation to have graphics references, to know the space i'm gonna use, to have real basis. it's very useful, for my Level Consistency

I'm a guy who can't make something if I don't have, at least 30 real graphics reference of the environment I'm gonna make. It's something I particularly care about, and it's, I think, essential in Level Design, Reality is our best Teacher.

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My Work During this project :

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You can find here my preparatory work. I'm always working with visio for my 2D level concept.

I've worked 4 days with Quentin on this Level concept. To establish a rough idea of puzzles, paths and signs and feedback.

I've made a walkthrough to permit other people to see my level fesign and understand it. Thanks to Quentin my walkthrough is nice to watch !

I'm always having the same color and shape code on every project. I'm making a room per room walkthrough to see exactly what the player has to do and what the objective is.

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Blockout :

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After 2D, 3D ! i've made this thanks to Probuilder.
It's a complete representation of the first level. With that, I've realized that assets in VR are bigger than 2D games.
So I've made test, and I've concluded that GA and I must respect a 0.7-0.8 ratio for all assets. this was a huge timesaver.

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I was able to navigate in my level, and begin the scripting of it, to playtest. Meanwhile with Quentin, we've established an assets's list with all assets we need, with graphic reference, dimensions, and priority.

With playtest, I learn a lot. For example, I've added a stair, to avoid player to go back. or for another example, I put the flarebox next to the door to guide the player and avoid him go back and forth.

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Then, with Mélanie, we built the level, and with Quentin, we've placed the scripts. And here we go !

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