Blink Bow VR
VR Archery in a fantasy environment
Made for the AIE VR Unit.
Project Duration: 4 Weeks
Made in: Unity
Role: Lead Programmer
In Blink Bow VR, players assume the role of an archer, fighting against increasingly tougher waves of creatures made of stone, taking place on a floating island above the clouds.
The player can defeat enemies using normal arrows, and can travel around the map using a special "teleportation arrow" which teleports the player onto a flat surface it lands on.
Players can avoid fireballs launched by the creatures by physically dodging or using a shield that is mounted onto the bow hand of the player.Â
Development
Blink Bow was my team's first foray into VR development which introduced many design and programming challenges. Many hours were spent learning about how VR works and how to work with Unity's VR systems. Our target platform was the Meta Quest 2, which is mobile device, therefore performance and optimisation were a major concern for the team.
As the lead programmer, I worked on:
Planning Architecture for gameplay systems
A robust and performant projectile system
Player controller and Half-Life Alyx style wall collision system
Bow handling and arrow/quiver handling, as well as bow feel
Wave manager
I was also responsible for a majority of the testing, and helped the designers with developing the game's mechanics.