Tools Used: Oculus Quest 2, Autodesk Maya, Unity, Adobe Photoshop, C#, Figma
Ideation
When creating "i am a duck and you are a god" I wanted to work with the concept of playing with scale within building a world. I had this idea in my head of helping out a lost duckling, and thought that this concept and feeling would be amplified by shrinking down the world – making you feel like a god, and the duckling feel even more innocent and in need of help.
I decided to run with this "god" feeling through playing around with another VR capability, the ability for players to physically grab game objects with their hands, something unique to VR/XR.
Combining these two ideas gave me the full concept of my game - moving around world objects in order to help the duckling move to the next island.
Below are some initial sketches for different levels of the game.
I then turned these sketches into official concept art in Adobe Photoshop.
I also began planning how I would develop this project in Unity by roughly mapping out the scripts and components I would need using Figma. This was the base of how I organized my code while making changes along the way to best suit the game as different needs arose.
I modeled the islands and custom Oculus controllers in Autodesk Maya. The rest of the models were from the Unity Asset store. I also used the OpenXR toolkit provided by Unity to help with integrating VR into the game. 
I was able to complete a demo version of this project within a few months, and I look forward to continuing working on it, hopefully to flesh it out into a full game!

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