Perspektiva

University Project, 7. Semester, Part of Bachelors Thesis

Become a special-agent in the VR co-op game “Perspektiva”, while investigating a mysterious incident in a Soviet research facility and defying the laws of physics.
After a devastating incident in the research facility of one of the nation’s most prestigious universities, two special-agents are sent to the area to investigate. On their mission to search for possible survivors and valuable research data, the agents soon discover that a number of experiments have altered the laws of physics in the building. Among the missing people is also the renowned professor Volkov, who might be the key to uncovering the truth about the mysterious incident…

My Contributions

  • Vision Keeper
  • Game Design
  • Level Design
  • Development (Unity, C#, SteamVR, PUN2)

Fellow Team Members: Marius Kröger, Christin Gan, Niklas Rüffler, Daniel Garelik, Laura Hantschel, Leon Regula

Game Design

Full Playthrough

Mechanics

Change Gravity

Invert gravity directions of players and objects at one central location to progress in the level and solve puzzles

Super Position

Puzzle mechanic. The movement of one objects is also applied to a connected item. Movement can be applied in a different scale.

First puzzle: players find a small glass box with some blocks in it. If these blocks are moved in the small scale, their big counterparts in the big hall are moved aswell.

Second Puzzle (image): Each player is in a separate, mirrored room and they have to move platforms with superposition to build a floating bridge.

Aging

Due to the explosion of the gravity reactor a time anomaly was created, causing everyhing (player and envrionment) to age faster. The players have 3 different age steps represented by skins. It orignally was the plan to let this affect the gameplay, this was cut due to the limited time available. However the aging does affect the environment and level design. The further the players go into the building, the more it ages.

Interactive Environment

While this is not a mechanic, making the game world feel responsive and realistic is a big part in the design of a VR game. All small objects have physics and can be picked up, the office chairs have simulated wheel and the chalkboard can be drawn on.

Level Design

The whole game takes place in a research facility which is aging quickly, while the players are walking through. This is the general order of events & locations:

1. Introduction to basic movement mechanics and inventory items

2. more world building and time to get used to the game. First signs of aging and story hints

3. First major signs of aging: Floor collapsed and blocks the path

4. Introduction to hub world and first mechanic: Gravity inversion

5. First Superposition puzzle. Build a path by manipulating the small blocks that affec the big blocks in the hall.

6. Second superposition puzzle. Each player is in a separate room and they have to build a bridge together with platforms that are connected through superposition.

7. Players return to now aged version of the big hall and the aging has opened up a new path

8. Final part of the game. Players see a prerecorded presentation about the gravity reactor and see its remains after the canvas lifts up. They can then decide if they want to delete or take the data that lead to this accident