WhipSlash

George Schober

George Schober

East Lansing, Michigan

2 0
  • 0 Collaborators

Feel like a bad ass as you throw your axes to slash, gash, pull, and bash enemies in an intense futuristic VR environment. Nothing can stop you with the ability to whip both axes with incredible strength, grapple through the environment, slash and launch enemies with blunt force! ...learn more

Project status: Published/In Market

Game Development

Groups
2020 Intel University Games Showcase

Links [1]

Overview / Usage

WhipSlash is a VR action game where you must tear your way through a facility of hostile robots in order to make your escape.

Features:

  • Dual-wield two powerful axes in intense VR combat
  • Throw your axes to rip through enemies, or use them to pull enemies closer then bash them away
  • Traverse the environment by propelling yourself towards one thrown axe or another
  • Power up your axes to unleash a powerful lightning attack that destroys all nearby enemies
  • Grab your robotic foes and rip them apart, limb by limb

The team:

  • George Schober - Producer, Lead Programmer
  • David Robitaille - AI Programmer, Gameplay Programmer
  • Thomas Lyon - Lead Artist
  • Jerod D'Epifanio - Gameplay Programmer
  • Jacob Harrison - 3D Artist
  • Shannon Kowalewski - Texture Artist
  • Austin Wilson - Sound Designer
  • Nathan Kellman - Level Designer
  • Bowen Gao - Level Designer
  • Ziyun Chen - Designer
  • Jordan Walton - VFX Artist

Special thanks to Will Johnston, Jeremy Bond, Andrew Dennis, and Brian Winn.

Methodology / Approach

Whipslash is a student game from the Game Design and Development program at Michigan State University.

The game was initially prototyped by a small portion of the core team in a class called "Building Virtual Worlds." It was then approved for further development as part of a different class - one of the primary courses in the program. The team size grew, and we had the opportunity to fully develop the game over the course of about 8 months.

We used Scrum production mentalities throughout the lifetime of the project. This included utilizing a tool called a Burndown Chart, where we could track the rate of task completion throughout each sprint to ensure that we would accomplish our goals on time.

For many of us, this game represents our first time developing in VR. We learned a ton about VR development, as well as how to approach a VR project differently from a standard game. We learned about how to optimize the project to run smoothly on VR headsets. We learned how to cater our gameplay to a VR player, including implementing features that would help prevent motion sickness. Our enemies in the game were designed to arrange themselves in a "Kung-Fu Circle" in front of the player so as to avoid overwhelming them during combat. That way, players never need to worry about a threat coming at them from behind - something that we felt would be disorienting in a VR environment.

Technologies Used

  • Unity 3D Game Engine, using the Lightweight Render Pipeline
  • HTC Vive, Valve Index
  • Visual Studio
  • Maya
  • Substance Painter
  • Substance Designer
  • Wwise
  • Photoshop
  • Trello
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