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Roll to Victory

Age Group: 10+ | VR Platform

Introduction

Roll to Victory is a VR maze game that aims to challenge players as they navigate a ball through complex pathways to reach a goal. The game focuses on intuitive controls, realistic physics, and engaging visuals to keep players immersed in the experience.

Objective

The main objective was to create an engaging VR game that uses Unity’s capabilities for environmental design and interaction design. I aimed to build a polished, playable scene that would showcase both technical skills and user-focused design.

VR Affordances

The game incorporates essential VR affordances to enhance interaction:

 

  • Grabbing objects for gameplay.

  • Pressing buttons to start or reset the game.

  • Sliding components to solve puzzles.

  • Throwing for fun, dynamic interaction.

  • Flipping switches to unlock new paths in the maze.

 

These affordances make gameplay intuitive and engaging, helping players stay immersed in the VR environment.

Game Development Highlights

The development focused on:
 

  • Custom Environment: Built a unique background, avoiding Unity’s standard skybox.

 

  • 3D Models: Designed the maze layout, ball, and goal point as 3D objects that will display the Particle system when the ball hits winner point.

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Process –to Built the Game

Initial Steps:

I began by brainstorming the core gameplay mechanics and how they would translate into a VR setting. I wanted to ensure that players felt fully immersed in the experience. The maze was designed using Unity’s 3D tools, and the ball was added as the main interactive element.

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Building the Environment:

 

  • 3D Maze Layout: I constructed the maze using simple 3D shapes and made sure the pathways were navigable but challenging.

  • Custom Environment: To make the game visually appealing, I created a custom background and avoided using Unity’s standard skybox. This added uniqueness and helped set the tone for the game.

  • UI and Gameplay Mechanics: I incorporated basic UI elements for player guidance and feedback, like on-screen indicators for start and reset functions.

Scripting and Interactions:

The interactions, like pressing buttons and rolling the ball, were made possible with custom scripts. I focused on using C# scripts to handle trigger events, particle effects, and ball resets. The process involved a lot of testing and tweaking to get the physics just right.

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Final Reflections

This project taught me a lot about VR design and Unity development. I learned how to create intuitive interactions, handle complex issues, and make design choices that keep players engaged. Moving forward, I’d love to add more interactive elements and fine-tune the environment to enhance immersion even more.

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Jersey City, NJ 07306

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