![Image: https://us.v-cdn.net/5021068/uploads/editor/y4/83f2cphnfd4k.jpg](https://us.v-cdn.net/5021068/uploads/editor/y4/83f2cphnfd4k.jpg)
Hi All! I'm directing an indie VR arcade game called "Resistor" The idea is American Gladiators meets Smash TV with some SHMUP type gameplay. Feedback welcome and appreciated!
Platform is Gear VR (With a motion capture system) so art needs to run at 60 fps on mobile hardware, O___o Big challenge, but nice opportunity to develop a clean-minimal sci-fi techy look.
Here's a video of the system in action with multiplayer:
https://www.youtube.com/watch?v=6GRAByGCR88 Top image is a concept render in maya using Redshift
/// Here's first draft of the environment in Unity. I want you to feel like you're inside a computer fending off a virus invasion. This version is a bit too literal in my opinion.
![Image: https://us.v-cdn.net/5021068/uploads/editor/ly/8bcqw7go6ubf.jpg](https://us.v-cdn.net/5021068/uploads/editor/ly/8bcqw7go6ubf.jpg)
/// Version 2 Tried to simplify playing field and go a bit more VR . . . less literal computer. Starting to work on some enemy AI SHMUP patterns, I'm likely going to rearrange the space once I know more how the AI will work.
![Image: https://us.v-cdn.net/5021068/uploads/editor/h0/dcd39z66czqj.png](https://us.v-cdn.net/5021068/uploads/editor/h0/dcd39z66czqj.png)
/// Reverse angle from player's perspective (The red stripes in the BG are audio responsive to the music bass)
![Image: https://us.v-cdn.net/5021068/uploads/editor/q2/8im04xkitsc5.png](https://us.v-cdn.net/5021068/uploads/editor/q2/8im04xkitsc5.png)
Any tips, thoughts, or references I should look at? Lemme know!
Thanks!
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/// Wireframe: I also did a slap rig to try some poses, this character will be entirely procedurally animated ... zero keyframes (yay lead engineer with robotics knowledge!
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