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Roles: Producer, Programmer, Designer

Liar's Brew  is an HTC Vive & Oculus Rift game where you play as a student in wizard high school and use magic to cheat on tests. I cultivated this team my junior year and focused on being producer and a programmer.

What I Worked On

Tutorial System:

With most games, we had to implement a fluid and helpful tutorial for the player. My job was to make the system fluid to implement for the developer while still being helpful for the player. My system focused on making each part of the tutorial modular and like a block so it could be moved around if needed from the designers. Here is a diagram describing the system I created:

Any of these blocks could be swapped out with one another and the system would play them in that order. The voice overs were specified to be ambiguous in their order so swapping them wouldn't feel weird. We also focused on leaving the controls in the voice over ambiguous so that we could change them in the future if needed. The way we got around this was to highlight the control on the players hand.

Grabbing System:

In our VR game, we needed to implement a robust grabbing system that allowed the player to grab any object we selected in the world. With that, we had a couple of criteria that needed to be met:

  • The player should not feel a disconnect between the VR and real world.

  • We can tag objects to be able to be picked up as needed.

  • Multiple objects cannot be grabbed in one hand.

  • The player should be able to throw objects if they want.

Based off of this, we came up with an initial system that did the basics of parenting an object to the hand. It worked, but it was extremely buggy and had a bunch of edge cases that needed to be solved. Over time, we developed a more robust system that accounted for most if not all cases in the project. This was done through a bunch of playtesting and having a good system to implement with.

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