Developed in Unreal Engine 5.3 using Blueprints
"Shoot Slash Slam, is a Mixed Reality game developed for the Meta Quest Pro this acted as the product for my Dissertation. I aimed to produce a game that could be equally experienced in both traditional VR and the newly developing MR headsets to prove that games can be expanded across both platforms without hindering the quality of the gameplay experience."
Skills developed during this project
Used to deploy the game onto the Meta Quest Pro
Enables passthrough to compare VR and MR
Testing and iteration led to a successful product
Throughout the development of Shoot Slash Slam, I aimed to develop a simple game with a small scope so that I'd be able to develop it in the short period of my Final Year Project at university. The game was inspired by Beat Saber as I needed this game to have a neutral taste so that it would be a blank slate to collect non-bias data from in my testing phase.
Key problems and solutions
I needed the game to use Mixed Reality passthrough:
I initially made the game with the OpenXR plugin as this was what I'd used in previous projects meaning I could quickly prototype the gameplay without additional research. I later discovered that to be able to use passthrough I would need to use the MetaXR plugin, thankfully switching between the two plugins was fairly easy but I realised the environment I had built was not fit for passthrough so I decided to give it a redesign to make it less inclosed and more open like in Beat Saber.
I needed the game assets to stand out from the passthrough background:
At first, my game colours were light and pastel which did not play nice on a passthrough background to solve this I created a new colour pallet that utilised colours with more contrast and saturation which made them pop from the background. I also made the background assets modular so that when the game got toggled into passthrough mode they would become hidden and not overlap the real world.
I needed the levels to be easily editable after feedback:
I developed a spawning system for the enemies that was driven by a vector array which acted like a charting system usually seen in rhythm games, where the three digits on the vector acted as the left, middle or right spawn points. The different entries in the array would then act as the delay for spacing the enemies out into waves. This system would allow me to create and modify as many levels as needed.