designed and created by So Young Han
Project Freud

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OVERVIEW

TYPE

Course project (Creating Virtual Worlds)

PROJECT SIZE

3 team members for 3 months

DATE

Spring 2016

ROLE

Storytelling, Game Development, 3D Modeling, Level Design

SKILLS

Maya, Unreal Engine

KEYWORDS

VR, Storytelling, Game Design

Project Freud

Game Developer, 3D Artist

DESCRIPTION

Projet Freud is a VR explorative game based on the concept derived from Sigmund Freud's theory of "The Unconscious Mind". The program was built and run in Maya and Unreal Engine. The background story is that a user goes into a child's dream divided into five different zones filled with . numerous bizarre objects. The following introduces more details about the storyline. 

PROJECT CONCEPT & STORYTELLING

The main concept keywords our team set for this project are: "mysterious", "dream-like", "surreal", and "fantasy-like". The primary reference for the storytelling is Yume Nikki (adventure game of a girl's dream world). Moebius and paintings by Dali had become critical inspirations for visual design. 

The main concept of our project is focused on exploring a child’s dream - the world of unconsciousness. Users will experience and explore this fantasy-like dreamworld full of mysterious and entertaining objects.

 

This VR experience starts one late night in a child’s room and user (the child) is just right before going to the bed. As the child falls a sleep, the screen fades out, and he/she is now at center of the dream world. The whole dream contains five different sub-worlds. In one corner, there is a volcano-mountain with full of flu potion instead of lava. Another world is a food forest filled with broccoli trees, carrot mountains, cupcakes, mushrooms etc. As users explore the dream level, they can interact with diverse objects with gesture interaction. 

PRODUCING PROCESS

SKETCH 

Before creating the product, sketching up all the concept ideas is important process. Here, our team picked top 4-5 scenes for the project among various images suggested. 

<1. [LEVEL 1] Room, the starting point>

<2. [LEVEL 2] Dream-world overview composed of food, volcano potion mountain, toy land>

[Elements in Level2: Dream World]

<3. [Scene 2-1] Book tower in the dream-world. The compass ballerina is what users can interact with>

<5. [Scene 2-3] Toy land in the dream-world. Users can interact with the moon which gets turned-on and off.

<6. Scene 2-2: Food world full of broccoli  forests, floating onion ballon, etc.

MODELING & DEVELOPING

Based on the concept design decided in the sketch process, I used Maya to build the object models. The modellings are exported as .fbx file to Unreal Engine. 

<7. [Scene 1]: Room in Maya >

<8. [Scene 1-1]: Room in exported and developed in Unreal Engine. The camera (user perspective) is located on the bed fixed. This is the starting point where user starts>

<8. [Scene 2]: Book Tower in Maya >

<9. [Scene 2]: Book Tower exported to Unreal Engine >

<8. [Scene 2-3]: Toy World build in Maya>

<9. [Scene 2-1]: Modelling elements in Food World>

<10. [Scene 2-1]: Full view of the modelling elements in Food World including carrot mountains, cake tower, cotton candy trees etc.>

<11. [Scene 2-1]: Full view of the Dream World build in Unreal Engine>

PROJECT PREVIEW VIDEO

The video below is the preview of Project Freud. It shows the general view of the Scene 1: Room with a storyline before getting in to the game.

SELF-CRITIQUE

After the three-month project, our team had realised that the biggest drawback of our project is that the map is too large, and it is hard for players to know how to and where to navigate in the dream-world game level. Since we mostly focused on adding objects in accordance with the storyline we brainstormed, we realised that it is also critical to get consistent user feedbacks  especially when it comes to designing explorative game. 

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