FInal Post

As some of you know, I'm an honors student and I've started work on my thesis this semester (sorta), which mostly entails writing stuff for the thesis class I've been taking. But as my thesis project is also a VR game, it does feel at least a little relevant (and I guess someone liked it since I received the HURA for next semester to fund it).

Anyway, that's all just to say that I figured maybe I'd post my prospectus (like a detailed proposal for my thesis and the last thing I had to write for class) for anyone interested. There's a bit on research and what exactly I'm going to be doing next semester but also it's over 10 pages so I don't blame you if you skip it.

Without further ado:



Samantha Spreitzer – Honors Senior Thesis Prospectus
Virtual Reality: Creating an Artistic Game Based on Factors that Make Other Games Successful

Introduction
            Virtual reality (VR) is a relatively new technology, but it is also one where strides are being made almost constantly. Of the uses for VR, video games are among the most visible, recognizable, and commonly known for the general population. Though some games are ported from their original platforms—that is, modified to be used as a VR game—the VR games that are often the most successful are those that utilize VR as a native platform, making the headsets and motion controllers of systems like the HTC Vive and Oculus Rift vital parts of the game. VR games, like more traditional video games for PCs or consoles, are also excellent platforms for artists for either their own artistic creations or to create games influenced by or making heavy use of their art.
            VR games are still inherently different than their traditional counterparts, and there are factors that must be taken into account when developing them. These include everything about other video games, like art styles and game mechanics, as well as a few issues related to those issues that arise sometimes in both types of games but often more obviously so in VR games. The uncanny valley, whereby something that seems not quite real enough despite its efforts to appear realistic that then causes discomfort, can be found in almost all types of media that use digital art but is certainly a potential problem when accounting for the style of a VR game. Virtual reality sickness (VRS) can cause symptoms similar to that of motion sickness due to awkward use of a headset or controls, which is then another factor to carefully consider when creating a virtual world and how a player interacts with it.
One of the factors that can either add to or detract from an engaging VR game is related to movement in-game. Every game must address it in some way, often through teleportation since physically moving around is generally not an option. This involves a system of allowing players, in-game, to essentially point and click at where they want to go and reappear in the desired virtual location. Some of the most intuitive and engaging games, however, require either no movement, having the user simply remain in place and interact with the environment around them, or utilize more natural feeling movement, such as moving through a space by grabbing onto the environment and pulling it towards or pushing it away from the user.
            These are just some of the factors that can determine whether or not people generally like a VR game, and hence whether it sells well for the person or company who created it. In my project, I will create a new VR game that especially focuses on the aesthetic and artistic appeal of the game. One of the best ways to determine what exactly people find appealing in a game is to go through the reviews that have been written for games and analyze them, determining what factors helped lead it to success and perhaps those that might be improved upon. In addition to analyzing reviews, I will also play multiple games and evaluate their enjoyability for myself to inform my research so I can implement similar concepts in the game I create. The end goal of this project is to take all of these factors into consideration and create a VR game that not only functions but is fun and intuitive to play and aesthetically pleasing through its art. Being able to create my own game should certainly be possible, as a number of successful VR games are fairly simplistic in style and interaction, but are fun enough that they are still enjoyed and often offer replayability as well.  
            Creating a game like this, and the accompanying research that goes into it, is an exercise in finding out exactly what makes one VR game successful and what makes others fail. These are critical aspects to know when developing a game, as it gives insight into what people like and, for the gaming industry, what games offer reliable marketability and profitability.

Literature Review
            Developing any video game requires certain considerations to be made, and they range from every stage of development. The two most pressing concerns are an aesthetics issue that has been coined “the uncanny valley” and a more game mechanics issue that is referred to as virtual reality sickness. Other important factors that influence development of VR games are how they are marketed, where new techniques have had to be implemented, and how their art styles affect gameplay.
            The first definition of the uncanny valley was proposed in 1970 by a robotics professor from Tokyo, Masahiro Mori, in a paper titled, in its English translation, “The Uncanny Valley”. Though it was not widely received or reviewed at the time, it has come into more prominence in the past few decades in a number of fields. Essentially, the uncanny valley is that, in a person’s perception of things that are real or try to seem real, there is a large dip, a valley so to speak, between looking absolutely perfectly real and those that do not actually try to seem real but have a more stylized approach to their design. This valley is made up of the items that try to seem real but do not quite hit their goal and tend to leave people feeling that something is off. Originally, the idea of the uncanny valley was referred to regarding robotics and objects like prosthetic hands, since that was Mori’s area of expertise. More recently, however, the term has been applied to almost any area that utilizes forms of digital art, from the special effects in movies to TV shows to video games. Humans and humanoid subjects are often the most critiqued in these circumstances, and bad computer-generated imagery (CGI) can leave people feeling upset at something they watched, even if it was not supposed to be that way. A good example is a short film Pixar released in 1988, entitled “Tin Toy,” in which the test audiences “hated” the short’s animated baby, which had been modeled in what passed for a realistic style in 1988, and which ultimately led Pixar to generally keep their animated characters quite stylized (Hsu). There are certain desirable effects, however, with the uncanny valley that can be used in genres like horror, where a robot that is not quite human or a zombie creeping the player out is what the developers want.
            On the issue of  problems caused by game mechanics, there is the phenomenon known as virtual reality sickness (VRS), which is similar to motion sickness. The symptoms are nearly identical to motion sickness and, like motion sickness, vary from person to person. In general, it has been found that what causes VRS is a conflict between what someone sees through a head-mounted display (HMD) and what their brain would expect to see. Several studies have also found that women, who are generally more likely to experience motion sickness, are also somewhat more likely to experience VRS (Moroz et al.). The reasons for the causes of VRS in VR games are varied but generally have to do with how a game’s controls work, particularly in relation to movement, which needs to be addressed by anyone creating a VR game, even if they decide that the player will experience no player-controlled movement within the space whatsoever, as in a sit-down game like Star Trek: Bridge Crew. Similarly, if something moves within a scene that wouldn’t appear that way normally, then the player could also experience disorientation.
            As for the art style itself, video games have come a long way from their early days of animation. Currently, it is almost expected that any title coming from a top studio is either developed with a unique, non-realistic, style in mind or one that is hyper realistic, where a screenshot may not be easily discernable from reality. Andrew Nguyen, a producer for Maximum Games, discussed why VR games might choose either of these styles. Largely, Nguyen argues, that these choices depend on whether the developer wants the player to experience something very particular, like an environment, which could influence them to choose a more realistic approach. Or a developer might want the player to have more creative freedom in imagining what a more simplistic world might hold, or simply to give the world a more light-hearted feeling, and thus they would choose a non-realistic approach. It is worth noting, however, that Nguyen specifically states that a simplistic style does not always mean a light-hearted game, as he uses the game That Dragon, Cancer, an acclaimed serious game about a family dealing with childhood leukemia, as an example. A mix of the two, a middle ground between full realism and full abstraction, is what Nguyen advocates for in the case of more serious games, like Loading Human, a science-fiction experience his studio is working on. However, Nguyen notes that regardless of genre, the art style of any VR game is an integral component to the game itself and in how the audience reacts to it.
            Virtual reality is such a unique and upcoming genre of video games that whole new marketing techniques are being developed as it becomes more popular. Tim Salvitti, a senior community developer from Insomniac Games, a gaming company that built its success on traditional console games but is working to branch out with VR, emphasizes the “‘WOW!’ moment”  that players experience in VR. The important thing for marketing a VR game is to somehow get this feeling of wonder, to show, in Salvitti’s words, “how amazing it feels to be in this [virtual] world” across to consumers who engage with any of the game’s marketing materials. Even in recent years, in-game recording and display on a traditional monitor has changed from showing video of both “eyes” inside the VR headset to rendering from one “eye” to showcase a more seamless video. This alone has been hugely important in making videos of VR more engaging to anyone watching the footage, whether that is someone watching someone else play through a video online for fun or a potential customer checking out a game trailer. In general, there are a few agreed strategies from dedicated marketing teams like Kuvion and various technology websites like VU Dream, IT Business, and AList to help developers advertise their games. These include creating social media channels, giving game copies to people to stream, and, like Salvitti’s advice, creating videos that help show the virtual world of the game itself.

Methodology
The first part of the work to be done is testing VR games already on the market in order to identify the factors that have led to a game’s commercial success. These games are chosen on the basis of generally high reviews on their sales platforms, namely the Steam and Oculus Stores, which can be found either online or in their own dedicated applications. The factors reviewers mention, both good and bad, within the game will also be taken into account in order to help identify those factors that lead to success. I will also personally be testing a number of these games to form my own opinions of which parts of the game make it fun to play and, thus, successful. Many of these more commercially successful games utilize simpler playstyles that encourage either replayability, as in the case of a rhythm game like Beat Saber, or that lend themselves to an experience that is engaging and fun, as in the game Job Simulator. The aforementioned two games will be among those tested, as will be The Climb, Space Pirate Trainer, Super Hot, Trials on Tatooine, and Star Trek: Bridge Crew, among others. I will be testing these games using the HTC Vive system available in the Digital Media lab for Digital Media students. These games will be purchased using funds obtained from the Honors Undergraduate Research Award (HURA).
After I have identified the factors that helped to make these VR games successful, I will work to identify which ones I can use in my own game, taking into account what I can reasonably do as one person in the timeline I have created. The specifics of the game, such as art style, mechanics, and overall themes will be largely influenced by the previously-played VR games, though the end result will still be an original game of my own creation.
At this point, it will be time to create my first prototypes. For both these and the final game, I will use the free game engine Unity and test using the same HTC Vive system as mentioned above. I will also start creating the assets I will need for this game, as making an aesthetically-pleasing game is one of the most important parts of this project overall. I will create a number of the 3D models and such needed, using more free programs to do so, such as Maya from Autodesk. Any sort of 2D assets needed (whether background art, a 2D image for the user interface, or so forth) will be made in Adobe Photoshop, which I already pay an ongoing subscription fee to use for both personal and academic use.
Aside from the assets I create on my own, I will also be utilizing assets acquired from outside sources such as the Unity Asset Store. Creating a game and the assets that go into it are time consuming processes, so using these premade assets will help me to be able to focus my energies where they are most needed, as well as give my overall game a more polished looks. Aside from other models, these outside sources will also include music and sound effects, as those are vital parts of creating an engaging game as well. As music is something I have very minimal experience in creating, sourcing my in-game music from outside sources is a necessity to include music that is high quality and appropriate for my game. All outside assets that have a cost associated will be purchased using funds obtained from the HURA.
As I work to create both prototypes and my final game, I will also be extensively testing the game myself. I will be the sole person testing my final game and in doing so, I will apply what I learned through my own research and testing of games and my own experience in art to assess whether certain factors, both in terms of art and game mechanics, work in my final game.

Anticipated Results/Significance
            At the end of this project, I will have created a fully-functional and playable VR game. By basing elements of the game off factors that have made other VR games commercially successful, this game will be an example of those factors and show how they can contribute to a game that can be found to be both enjoyable and engaging. Several different elements of game development will contribute to this, including artistic direction, intuitive gameplay controls and mechanics, music and sounds that are appropriate that add to the game’s ambiance, and an atmosphere that is overall pleasant and engaging.
            Creating a game based on what makes other games successful gives insight into the nature of what people find fun and enjoyable to play. And for the video game industry, this is highly important as it directly translates to sales numbers.
            The discussion on art and video games is a wide-ranging but necessary one. Though people can and do argue that video games are not art, it is almost unfair to our contemporaries who work on games to say so. Any game includes some digital art, and larger development groups behind often have a sizable art department to create assets both before a game is even created, like concept art, as well as the final objects that appear in-game (Hallisey). Nearly equal to the programming going on the background to make the game work, art has become a vital component of any video game, and upon release, judgment will immediately be passed by those playing or reviewing the game. A visual style that does not mesh, either with the rest of the game or with the game mechanics, can ruin a game’s chances just as much as game-breaking bugs and glitches can. Video games are art as much as any movie is, just another form of it. The game I create will take this heavily into account, as I am concerned not only with creating a game that functions and is fun, but also with creating one with a well-developed visual style that can be enjoyed just as much as the game itself.
            Even though video games themselves have been around for several decades, and their associated art and artistic games, VR is still a new and emerging field. Artists who work on these games, in whatever capacity, are doing so as pioneers in a field where visuals tend to hold great importance.  

Outline
I.               Abstract
II.             Introduction
a.     Game development process
III.           Literature Review
a.     VR-specific  issues and considerations
b.     Marketing of VR games
c.     Aesthetic and art issues
IV.          Game Reviews
a.     Beat Saber – a rhythm game
b.     Job Simulator – a simulation game
c.     The Climb – a physical activity game
(etc)
V.            Development Process Documentation
a.     Gameplay
b.     Other game mechanics
c.     Art assets
d.     Assets from outside sources
VI.          Aesthetic Analysis
a.     Style inspiration
b.     Comparison to other VR games
VII.        Conclusion
a.     Significance of game development

Timeline
August 2018 – Begin discussing project with mentor.
September 2018 – Begin writing HURA. Submit mentor agreement. Finish discussing project with mentor.
October 2018 – Finish writing and submit HURA proposal.
November 2018 – Draft prospectus. Begin writing literature review.
December 2018 – Finish and submit prospectus. Begin game reviews. Begin writing methodology. Finish writing literature review. Creation of early prototypes.
January 2019 – Finish game reviews. Finish writing methodology and begin writing analysis of VR games. Continue prototype creations. Continue documenting development process. Creation and acquirements of first assets.
February 2019 – Finish analysis of VR games. Continue game development and asset creation/acquirement. Continue documenting development process. Finish draft of thesis.
March 2019 – Continued/end of game development. Finish asset creation/acquirement. Submit thesis draft to mentor. Revise thesis. Submit revised thesis to mentor.
April 2019 – Final tweaks to game, polishing. Revise written thesis component. In-game recording. Oral defense.
May 2019 – Present at NURS. File with Honors Program.


Works Cited
Hallisey, Brad. “Building a Virtual World: The Pipeline and Process.” Computer, vol. 45, no. 12,
Dec. 2012, pp. 90–92. IEEE Xplore, doi:10.1109/MC.2012.402.
“How to market and promote VR game in a competitive market.” Kuvion, 24 May 2018,
https://www.kuvion.fi/markkinointi/vr-game-marketing/.
Hsu, Jeremy. Why “Uncanny Valley” Human Look-Alikes Put Us on Edge - Scientific American.
https://www.scientificamerican.com/article/why-uncanny-valley-human-look-alikes-put-us-on-edge/. Accessed 26 Nov. 2018.
Martin, Ellie. “How to Market Your VR Product.” IT Business,
https://www.itbusiness.ca/blog/how-to-market-your-vr-product/101179. Accessed 22 Nov. 2018.
Metry, Mark. “Complete Guide to Promoting Your Virtual Reality (VR) Game for Free.” VU
Dream, 13 Nov. 2017, http://www.vudream.com/complete-guide-marketing-promoting-vr-virtual-reality-indie-game-free/.
Mori, M., et al. “The Uncanny Valley [From the Field].” IEEE Robotics Automation Magazine,
vol. 19, no. 2, June 2012, pp. 98–100. IEEE Xplore, doi:10.1109/MRA.2012.2192811.
Moroz, Matthew, et al. “Sensitivity to Visual Gain Modulation in Head-Mounted Displays
Depends on Fixation.” Displays, Sept. 2018. ScienceDirect, doi:10.1016/j.displa.2018.09.001.
Nguyen, Andrew. “Detail or Abstraction: What’s the Right Art Style for Virtual Reality
Games?” Loading Human, 13 June 2016, https://www.loading-human.com/detail-abstraction-whats-right-art-style-virtual-reality-games/.

Peterson, Steve. “Op-Ed: How To Market VR Games.” AList, 8 Aug. 2016,
https://www.alistdaily.com/strategy/op-ed-marketing-vr-games/.
Salvitti, Tim. “How to Get to ‘WOW!’: The Challenging Road to Marketing VR.”
GamesIndustry.Biz, 26 Apr. 2018, https://www.gamesindustry.biz/articles/2018-04-26-how-to-get-to-wow-the-challenging-road-to-marketing-vr.

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