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