INTERACTIVE GAME
VR/MR/AR
CLAW CRANE MACHINE
11 / 15 / 2019
OVERVIEW
"Claw Crane Machine (Help me out!)" is an interactive game designed for two players that requires cooperation. A collaboration project between Anya Liu and Sichen Huo. This is a mixed reality experience designed to allow two players to interact in different worlds.
Anya Liu: Character design, animation, Unity modeling, scripting
Sichen Huo: Solidworks/Blender modeling, set design
CLASS DESCRIPTION
This class introduces students to the creative possibilities of Virtual Reality (VR) and related design strategies as they apply to drawing, modeling, space design, and non-linear storytelling. Emphasis will be placed on VR-based professional tools such as Unity, Tilt Brush, Quill,
This class includes illustration, animation, interactive arts, and game development.
Students will learn multimedia components, HTC Vive, interactive strategies, and scripting.
There's background music.

CONCEPT & IDEATION
Our World
There is a huge claw crane machine. Player 1 will control the claw through the keyboard keys: front, back, right, left, and space (releasing the claw)
The world inside the claw crane machine
Player 2 is scaled down to be one of the dolls inside the machine. Player 2 will have to tell player 1 what he has seen through VR headset, and guide Player 1 to control the claw in order to help him out.
CHARACTER DESIGN
Characters are drawn in "Google Blocks", a tool to create 3D objects in virtual reality which gives a low poly style.
MODELLING & SCRIPTING
The claw crane machine is modeled in Solidworks, the scene is designed in Tilt Brush, and the claw is created in Unity with scripts attached allowing it to relate to the keyboard.
Animations and interaction of the dolls inside are scripted and manipulated in Unity.
EXPERIENCE PRESENTATION
FEEDBACK & FURTHER DEVELOPMENT
Accoring to our audience's feedback, they said it's a really different and fun experience, however, it would be nice if player 2 could walk and explore in the world inside. We have designed the player 2 to sit in a specified location, which would be easier for player 1 to catch.
For future development, we could upgrade levels of difficulty, which includes the walkable script for player 2 and think of how could player 1 catch player 2.




