The Dark Presence: experience sleep paralysis in virtual reality

Inspired by the phenomenon of sleep paralysis, we focused on the blurred lines of conscious and unconscious, dream and nightmare, real and unreal.

Using Blender and Unity, we built this simulation from scratch and optimized it for the Oculus Rift. We conducted user testing and explored the boundaries of UX in virtual reality technologies.

My sketches of the key four scenes. Click image to see more.

Project manager of a team of seven

As project manager, I was responsible for the overall vision of the simulation. My sketches of each scene helped us achieve this vision, which are reflected very closely in the final product. Additionally, I assigned roles and delegated responsibilities to each team member, and performed quality control on all pieces of the project.

Pictures from our user testing sessions.

Experimenting with UX/UI for virtual reality

Too much guidance and instruction can confuse users and take away the subtly of the experience. Instead, we used audio and visual cues to guide users' attention. To ensure its effectiveness, we held user-testing before our final release.

Screenshots of the object-modeling process.

Building and animating objects in Blender and in Unity

My personal contributions to the roombuilding was the alarm clock with its three different times and the ceiling fan, animated and still.