by Sting Wang
- Phase 1: Conceptualisation and pre-production
- Brainstorming sessions to explore phobia themes and narrative ideas.
- Define the scope and objectives of the project.
- Establish roles and responsibilities.
- Phase 2: Design and development
- Sound Art:
- Create a library of phobia-related sound effects.
- Experimentation with spatial audio techniques to enhance immersion.
- Iterate and refine sound effects whenever possible based on feedback from the VR team.
- VR Development:
- Creating game environments using Unity and VR development tools.
- Synchronisation of audio and visual elements.
- Implementing interactive game mechanics and phobia related challenges.
- 3D Asset Creation:
- Modelling and texturing objects and environments related to phobias.
- Optimising the performance and visual fidelity of 3D assets in the game engine.
- Ensuring consistency between visual and audio elements.
- Phase 3: Integration and testing
- Integrate sound effects, spatial audio and 3D assets into the game environment.
- Fine-tune the audio-visual synchronisation and immersive player experience.
- Conduct playtesting and gather feedback for further refinement.