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Bioside

Details

Duration 8 weeks
Team Size 19
My Role(s) Scrum Master, UI/UX Designer
Platform PC (itch.io)
Engine Unreal Engine 4
Website igad.itch.io/bioside
Status Released in July 2018

Description

Bioside was the final project in my 2nd Year of University.

Recognition: NHTV - Best Visuals Y2

Bioside is a VR game combining shooting and Zero-G movement into an action-packed experience. The main goal was to create innovative movement in virtual reality while merging elements of the shooter genre. Therefore, we took inspiration from other VR games like Lone Echo and Robo Recall, to create interesting movement, while still delivering action-packed combat.

My Contribution

During the project, I was working as a Scrum Master and UI/UX Designer. I was also involved in creating the original concept and pitching it within the team.

  • Researched and balanced movement to prevent motion sickness.
  • Researched, designed and implemented UI/UX elements like weapon holsters, bloody screen
  • Gained experience on how to implement and balance haptic feedback in UE4.
  • Facilitated agile development in the team using scrum and JIRA.

Whiteboard concept

All concepts we brainstormed and pitched within the team.

Player Interface

UI Mockup

A Visual mockup of the UI created in Affinity Designer. In the game, the elements are placed in 3D space to ensure the player can read important information with ease.

Challenges

Scrum Process

I found it very challenging to consistently maintain the Scrum process since the whole team was new to the tool and needed support in understanding the tool. In addition, this was my first time working with 18 other people in a team. Depending on the team next Year, we might want to simplify the Scrum Process and use weekly Sprints instead of fortnightly sprints to iterate on the Project and Production Process itself.

bloodyscreen sphere wireframe

3D UI

A special challenge was to create 3D UI elements in UE4 since the UI tools are only supporting transparency in 2D. To create a simple Bloody Screen one of the Artists had to create a Sphere with a hole that is placed in front of the camera.

bloodyscreen sphere wireframe visual bloodyscreen sphere
Screenshot Level 7

Lessons Learned

What to keep doing?

  • Challenging at first was playtesting the game in VR as not everybody had a VR ready computer and we only had 2 headsets. After convincing other team members, we solved it by having one dedicated Computer for general testing. This way, every team member had the chance to test their work.
  • Playtesting and balancing for motion sickness wasn't a very pleasant experience but helped immensely understanding it better and lowered complaints about motion sickness a lot.
  • Considering the amount of time, we managed to create a small but very cool experience for the player. The enthusiasm kept us going, wanting to improve the game, while we made sure to keep a good work balance.

What to do better next time?

  • Personally, I learned that for some tasks I just need to get started instead of overthinking something. By improving this I can get feedback faster and more often, improving my work more.
  • I still think the game could be better if made sure to have the different mechanics interact with each other more, creating a more playful experience. However, considering the short timeframe I'm proud of what we managed to accomplish.
  • As Scrum Master, I learned that I should never focus too much on recommended practices and give the principles of Agile Development the highest priority.