CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? // CAN YOU ESCAPE? //
Reverie - a state of being pleasantly lost in one's thoughts; a daydream
Developed in Unity + Maya
Team: Skylar Knight, Zoey Chen, John Xu, & Hunter Habersaat
Reverie is an interactive virtual reality experience about dystopian escapism. The project was developed over the course of 3 weeks, and is designed as a commentary about running from our problems and the concequences.
No items found.
No items found.
The experience is separated into a series of levels for the user to explore, interact with, and "escape".
Level 1: Preface
The starting level is a simple room with a table and VR headset on it. This level establishes the mechanic to the user that the user is supposed / able to put the VR headset on. This is the mode in which they are able to move between levels.
VR Headset Model
Models for the Bedroom Scene
Bed Model - the messier bed is what the user comes back to at the end
Level 2
This level emphasizes the effects of the anthropocene and the effects of polution and climate change. The scene takes place on an iceberg in the middle of an ocean, which continuously begins to spawn in more and more garbage in the ocean.
coffee cup model
Chip Bag model
Plastic Bag model
Plastic Bottle Model
Cigarette model
Tire Model
The iceberg the user stands on breaks apart over time. The pictures below show the model of the iceberg, annotated with the parts that are able to break away from the main structure.
Full Iceberg
Iceberg Model, color coded - Blue represent portions that are able to seperate from the main body
Iceberg Model, color coded
Iceberg Model, sliced - parts that are able to split off are separated from the main body
Sliced iceberg model - the iceberg splits in such a way that the user still has enough room to stand on the main body
Sliced iceberg, angle 3
Level 3
Level three is themed around monotony and corporate dystopia and takes place in an infinite array of cubicals. The main challenge for developing this level was designing it in such a way that the cubicals could seem infinite but have an optimized design that allowed the scene to render smoothly. This was done by limiting the details of the models in cubicals further away from where the user was located.
Array of Cubicals from above
Models within the cubical
Cubical array - the cubical the user is in is towards the middle. You can see the parts of the cubicals that the user would not be able to see are removed
Lights for the office scene
Office keyboard Model
Level 4
Level 4 is the highest level of the experience and is themed around urban lonliness and dystopia. This level involved developing a number of skyscraper models that were designed in such a way that they wouldn't overload the computer when there would be numerous models.
Glass building
Simple Corperate skyscraper
Glass skyscraper
Layered apartment building
Spiral Skyscraper
Electric Wires
Level 0
Once the user has reached level 4, they learn to take off the headset and descend back through each level. However, each level they return to is in a far worse state than it was left. This is in order to drive home the idea that we cannot truly escape our problems, and that trying to find ways to avoid them only worsens them.
If the player continues to go back through the levels, there is an easter egg: Level 0. A level below level 1. The player sits in a space capsule, looking down on a desolate earth, all alone.