...

VR 解谜游戏

项目制作详情:

  • 制作周期为8周 (同步兼顾其他课业)
  • 虚幻引擎4
  • 基于虚幻4自带VR游戏模板

两人小组项目

个人职责:

  • 关卡设计
  • 游戏设计
  • 蓝图
  • 3D建模,贴图

* *由于录制试玩视频时 VR 头显的高度校准存在误差,视频中的关卡尺度可能看起来偏大,并不完全代表实际游玩时的空间比例。

游戏背景:

玩家在地下实验室中醒来,发现自己被束缚在一张椅子上,而周围的一切都暗示着某场实验已经失控。为了逃离这里,玩家必须借助 VR 的交互特性对实验室进行探索,寻找线索、破解机关,并一步步接近隐藏在深处的出口。

游戏内不同区域的截图

项目核心设计点:

  • 以身体交互强化 VR 沉浸感
    玩家需要通过蹲伏、手部抓取、真实手势与身体移动完成探索和解谜,使身体动作直接参与核心玩法。
  • 通过环境反差塑造情绪变化
    关卡从科幻的实验室逐步过渡至破败、压抑的废弃建筑,以空间氛围的变化推动玩家从相对安全的探索状态进入紧张与不安。
  • 通过区域回访与逐步解锁强化探索体验
    采用相互连通的箱庭式关卡结构,让玩家在探索过程中不断遇到暂时无法进入的房间、封锁通道与未完成机关。玩家需要前往其他区域寻找关键道具、解谜线索或能源装置,再返回先前地点完成解锁。通过“发现阻碍—探索其他区域—获取关键物品—返回解锁”的循环,引导玩家反复往返于不同区域,逐步拓展可探索范围,并建立对整体空间结构的认知。

关卡平面示意图:

创作与构思过程:

在项目构思初期,我们首先思考的是:如何让 VR 不仅作为一种观看游戏世界的设备,而是成为玩家参与玩法的重要方式。相比传统第一人称游戏,VR 能够让玩家直接通过手部动作、身体移动与真实蹲伏与环境产生互动,因此我们希望围绕这种身体参与感来建立项目的核心体验。

相比以射击和战斗为主的体验,探索解谜能够让玩家更频繁地观察周围空间、接触环境物体,并通过实际操作推动游戏进程。同时,我们希望利用 VR 所带来的临场感,为探索过程加入轻度惊悚与悬疑氛围,使玩家在面对未知空间时始终保持警觉与不安。

因此,项目逐渐确立为一款以探索、环境观察和物体交互为核心,并融合轻度惊悚体验的VR 解谜游戏。玩家需要通过真实蹲伏穿越低矮空间,并使用 VR 控制器抓取、移动和放置物品,使身体行为直接参与谜题解决与关卡推进。

在此基础上,游戏形成了“探索环境—发现阻碍—寻找线索或关键物品—完成交互谜题—开放新区域”的核心循环。玩家在探索过程中会遇到暂时无法进入的房间、未启动的设施与封锁通道,需要前往其他区域寻找解决方法,再返回原有地点完成解锁。通过这种循环往返的结构,玩家能够逐步理解实验室的空间布局,以及不同区域和谜题之间的联系。

为了强化玩家主动观察与探索的过程,项目避免使用UI 直接标示目标,而是通过灯光、色彩、构图、空间布局与可交互物体提供引导。玩家需要从环境中辨认重要区域、前进方向与交互线索,并依靠自身判断推进游戏。

而游戏的场景最终被设定为一座与外界隔绝的地下实验室。实验设施、能源装置和门禁系统为交互谜题提供了合理的环境基础,而未知实验与设施失控的背景则支撑了项目的悬疑氛围与环境叙事。随着探索深入,逐步揭示的场景信息、环境氛围和音效,等轻度恐怖元素共同推动情绪节奏,使玩家从最初的好奇逐渐进入紧张、未知与不安的状态。

前期调研工作:

鉴于这是我们首次进行 VR 游戏的设计与开发,我们在项目初期对多款 VR 作品进行了体验与分析,重点研究它们如何利用头戴设备、手柄追踪与身体动作等平台特性,构建独属于VR的交互方式。

参考作品包括《Half-Life: Alyx》、玩家移植的《P.T.》VR 版本以及《The Paperman》等。通过分析这些作品中的物体抓取、空间移动、环境互动、谜题反馈与惊悚氛围营造方式,我们逐步了解了 VR 环境下的交互逻辑与玩家体验,并以此作为后续谜题设计、身体交互和关卡氛围规划的参考。

Initially, we adopted a linear flow structure to simplify pacing control. However, as the concept matured, we transitioned to a semi-open layout, where the player gradually unlocks sealed doors within the same area to expand new level content—enhancing the sense of exploration and spatial continuity.

This project was planned to include two interconnected levels: an underground laboratory and an abandoned hospital. After escaping the lab, the player would progress through a passageway into the hospital area. This structure was partially inspired by the linked design of the Raccoon City Hospital and the Umbrella underground facility in Resident Evil 3.

However, in the later development phase, we realised that the eight-week production timeline was insufficient to fully develop two distinct visual styles and polish all interaction elements. Ultimately, we decided to merge the two levels, simplifying the “abandoned hospital” into a single atmospheric space at the end of the lab level. This decision established the current structural framework of the level.

* The old two interconnected levels design concept map 

Level Block Out:

Before getting start of the blockout, we first created a set of modular components in Maya for constructing the level. These included standardised corridor, wall, floor, and ceiling modules for the laboratory area, as well as corridor pieces specific to the abandoned hospital section.

By using this modular approach, we were able to efficiently build and iterate on the blockout, allowing for rapid testing and refinement of spatial structure and pacing. This process enabled us to gradually improve the overall level layout.

* This screenshot showcases the modeller assets I made for this project. Due to the production time limitation, some assets use the realistic visual style texture made with Substance Painter, while the rest use the material system inside Unreal Engine without extended texture.

* Here are Two concept artworks I created to visualise the design of modular elements and the intended function of the sealed ventilation duct during preproduction.

Navigation Design:

This level utilises visual effects combining with sound effects, lighting, composition, and decal to construct navigation cues. By combing these navigation cues and the linear level structure, it’s effectively guide the player and help them understand their current objective even in the absence of additional mission prompts.

The screenshot below showcases how some of the navigation cues operate within the level.

Near the medical room, I used fire, smoke, scrolling banner text, and wide-range looped fire sound effects as attractor cues to guide the player toward exploration. 

I placed a “Maintenance Required” decal on the corridor wall to signal a potential solution, subtly guiding the player toward a way out of the current area.

On the way to the hydraulic room, I placed a hydraulic room light sign on the ground along the player’s path and designed a perforated barrier. Letting the player see the room’s lights and layout from afar, sparking curiosity and indicating its location.

In front of the elevator that the player needs to activate, I installed a set of bright red tube lights. These acted as strong visual cues, drawing attention to the elevator and hinting at its interactivity.

Game Mechanics:

To highlight the interactive features of the VR platform, hand-grabbing was established as the core interaction mechanic of this level. All puzzles and scene interactions rely on the player using VR controllers to simulate hand-grabbing gestures for triggering and manipulation. Whether collecting key items, activating mechanisms, or progressing through puzzles, this mechanic is essential, enhancing both immersion and a sense of physical engagement.

These interaction systems were implemented entirely using Unreal Engine’s Blueprint visual scripting system. Building upon the official VR template, we extended and customised the logic for interactable objects to accommodate the diverse interaction requirements within the level.

Using the Keycard (Interaction-1,3) 
Through the game progress, the player will be facing sealed ventilation duct and locked gate that requires the player to obtain a keycard to unlock them.

Location: Medical Room, Storage Room

Placing Wooden Planks(Interaction2)
The player needs to search the environment for usable wooden planks and place them across broken terrain as temporary bridges, enabling them to cross otherwise impassable gaps.

Location: Storage Room

Pushing the Door (Interaction-3)
Interact with the door handle to push open the door that blocks the player’s path.

Location: Passage to the Ground

Puzzle Mechanics:

Recover Power Supply(Puzzle-1)

The player must pick up multiple energy cells scattered on the ground and insert them into the corresponding slots based on their shapes to restore power supply. The repeating processes of finding and trying energy cells forms the first puzzle of the level.

Location: Rest room to Power Room

Connect the Fire Hydrant (Puzzle-2)

The player must locate pipes on the ground that match the colours of the wall-mounted pipes and connect them accordingly to activate the fire suppression system. The repeating processes of finding and trying the correct colors of the hydrant on the wall forms the second puzzle of the level.

Location: Hydraulic Room

Activate the Elevator (Puzzle-3)

The player must locate a missing energy cell within the current scene and carry it to the elevator in order to activate it.

Location: Storage Room

Game Beats:

Traversal1 – Puzzle1 – Traversal2 – Puzzle2 – Traversal3 – Traversal4 – Puzzle3 – Puzzle4 – Traversal5

1. Where am I?

Gameplay: Traversal | Observation

Player Emotion: Confused, panicked, anxious.

The player wakes up on a recliner in the rest room, feeling confused and curious about what has happened to them. Driven by a need to understand where am I? The player begins walking toward the corridor outside. Following the sound of crackling flames and the flicker of distant alarm lights along the hallway, the player discovers that the medical room is on fire and has been sealed off. With no alternate paths available, the player continues forward along the corridor and arrives at the entrance to the power room.

Along the way to power room, the player will learn that a green keycard can be used to unlock the ventilation ducts, which also helps them pre-visualise the upcoming section of the level. Additionally, the player is informed that there is a Hydraulic Room located adjacent to the Power Room.

Location: Rest room and Lab passage

Duration: 1 mins 30 secs

2. Restore the laboratory’s power system.

Gameplay: Puzzle 1

Player Emotion: Anxious → Relieved

player Emotion: Anxious
The power generator in the Power Room is unable to maintain electricity supply to the laboratory due to the unexplained missing of several energy cells. In an effort to restore power, the player, now filled with a sense of urgency, begins searching for spare energy cells along the corridor and within the Power Room. By locating and placing the missing cells in their designated slots, the player successfully reactivates the facility’s power

Location: Power Room

Duration: 1min 30 secs

3. Activate the fire suppression system.

Gameplay: Traversal 2 | Puzzle 2

Player Emotion: Anxious → Relieved

After restoring the power, the player discovers a ventilation duct hidden behind a pile of clutter in the Power Room. Crawling through the duct, the player arrives at the Hydraulic Room. The player connects the coloured pipes in the correct order, successfully activating the sprinkler system and extinguishing the fire in the Medical Room.

Location: Hydraulic Room

Duration: 1min 30 secs

4. Escape from laboratory area

Gameplay: Traversal3 | Interaction1 | Traversal4

Player Emotion: Anticipation

After retrieving the green keycard from the Medical Room, the player returns to the Rest Room and uses the keycard to unlock the previously sealed ventilation duct. Crawling through it, the player reaches the Storage Room.

Location: Medical Room, Rest room

Duration: 3mins

5. Find a way out of the abandoned Storage Room.

Gameplay: Puzzle3 |  Interaction2,3

Player Emotion: Frustration→ Irritation

After retrieving the energy cell to active the elevator then crossing a collapsed walkway using wooden planks, the player uses the orange keycard near the gate to unlock it and reveal the path to the warehouse.

Location: Storage Room
Duration: 3 mins

6. Finding a Way Out of the Maze-like Warehouse

Gameplay: Puzzle4(Maze)

Player Emotion: Irritation

By carefully observing the existing pathways within the Warehouse, the player discovers how to navigate through the space and find an exit.

Location: Warehouse
Duration: 3 mins

7. Escape

Gameplay: Traversal 5

Player Emotion: Joyful, Anticipation
After leaving the maze-like Warehouse, the player follows a corridor lined with concrete walls. At the end of the passage, they find a glowing doorway—leading them out of the underground laboratory.
(End of Level)

Location: Passage to Ground
Duration: 1mins 30 secs

Linkedin ***********@***il.com" target="_blank"> Mail-bulk Address-card
Seraphinite AcceleratorOptimized by Seraphinite Accelerator
Turns on site high speed to be attractive for people and search engines.