This project is an immersive VR Narrative experience developed as a team project, that showcases gaze control within an artistic context.
The Afternoon of the Fawn - It is a experience which is inspired by the poem the afternoon of the fawn and the music the prelude to the afternoon of the fawn. It immerses you in the role of the fawn, and it's interactions with the nymph within a surreal environment.
The Nymph is a trickster and it runs around tempting the Fawn. The music and narration takes you through a journey.
The experience uses uses gaze control as part of the interactions, as well as grab and touch. This plays a part in the unfolding of the story.
I believe we met the brief as the actions match the story, the music immerses you and narrative. It is clear what to do in terms of interactions as we went through user testing to refine interactions and added some UI. Environmental details such as trees add to the atmosphere. We also added a surreal painterly effect to some of the scenes. And post processing to add to the effect. The narrative is coherent (though abstract) and has a consistent sense of progression.
Platform was the Oculus Quest 3
I initially worked on Scene 1, setting up the sphere, flute, and their interactions. I scripted the interaction controls, added music, and ensured the scene transitioned smoothly after the final interaction and sound.
I also created Scene 0, which serves as a splash screen and tutorial for the gaze controls, introducing players to the game. To trigger the flute sound, I implemented a collider around the flute. Although attaching the collider to the hand or anchor didn’t work, this approach was effective. I also created a dissolve shader for the flute, allowing it to gradually appear. I participated in debugging, end-to-end testing, and refining scene transitions to ensure seamless blending. This process included adjusting the flute’s position and resolving interaction issues. Additionally, I contributed to the story's initial draft, helping shape the narrative and suggesting ideas for the final scene, such as interactive bubble-like spheres.Throughout the project, effective communication and collaboration were paramount in overcoming obstacles, such as version control issues and scene restructuring. By encouraging open dialogue and maintaining a proactive approach to problem-solving, we navigated these challenges collectively, ultimately strengthening our team dynamics and project outcomes. We used Miro as a tool to structure our development.
The project resulted in a creative XR experience that provides users with a transformative experience.