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Hycave

Project Type

Multiplayer Cavern Game

Date

Aug 2024 - Dec 2024

Role

Game Designer
Gameplay Programmer

Location

CMU ETC, Pittsburgh

Design Choices

1. Protagonist
Moles were chosen as the central characters due to the need to maintain immersion in the cavern environment.
Large, clipping objects would disrupt this immersion, while smaller creatures interacting with tiny objects are more suitable for the setting.

2. Forest Theme
The cavern's naturally dark environment benefits from brighter elements to ensure visual clarity and enhance the overall player experience.

3. Gameplay Structure
The two-player function is currently limited to a hard split-screen format. As the designer, I have chosen to focus on the "sitting together on the cart" experience as the core gameplay progression, while treating the "splitting up and working on separate tasks" as an optional secondary feature.
This approach not only highlights the strengths of the gameplay but also effectively minimizes the visibility of its limitations.

4. Background Story
The Mole Tribe is migrating their fortress to a new location in search of richer resources and a better life. The two players take on the roles of hardworking mole characters within the tribe, contributing to the journey and survival of their community.

5. Interaction Design
To enhance the gameplay experience, we introduced obstacle-avoidance mechanics alongside the mushroom-collecting feature.
These interactions are designed to simplify the learning curve by leveraging intuitive, natural controls, thereby maximizing immersion in the vibrant cartoon forest world.

6. Use of Head-tracking and Stereo Vision
To fully leverage the 3D stereo vision and head-tracking capabilities, we placed interactive props behind obstacles, encouraging players to move around the space and explore from different angles.
This design allows players to observe objects from multiple perspectives, actively utilizing the 3D vision and head-tracking features during gameplay.

Hycave is a team dedicated to creating a multi-player 3D game using CAVERN, a 270-degree circular screen and a 20-foot-wide play area. The team aim to implement multiplayer head-tracking cooperative interactions in the CAVERN system.

In the game experience, players will put on the 3D glasses, collaborating with each other, navigating, and experiencing the world as moles.

A unique aspect of the project lies in the interaction between splitting and rejoining characters, which requires cooperation between two players. This mechanic led the team to explore games like Overcooked and It Takes Two, which serve as valuable references for cooperative gameplay and puzzle-solving elements.

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