Status: Looking for Work

Location: Newcastle Upon Tyne (willing to relocate)

Warrior Training VR

Warrior Training is a prototype melee combat system produced in collaboration with Hammerhead VR. The system is designed to address fundamental issues with melee combat in virtual reality, using novel solutions to increase the tactile sensations of combat and promote engaging and tactical gameplay. My role in the project was the design and implementation of…

Warrior Training is a prototype melee combat system produced in collaboration with Hammerhead VR. The system is designed to address fundamental issues with melee combat in virtual reality, using novel solutions to increase the tactile sensations of combat and promote engaging and tactical gameplay.

This is the combat training dummy defending his lower quarters.

My role in the project was the design and implementation of the prototype’s functionality. Hammerhead provided visual assets from their previous projects, as well as support and feedback on my work. The prototype was developed over 10 weeks.

The dummy strikes for the players head, taking range into account.

Warrior Training was developed in Unity for Oculus Quest. The prototype consists of a primary loop where players can fight an NPC opponent. Both the player and the NPC opponent are equipped with accurately scaled Viking swords and shields, and the NPC opponent employs offensive and defensive actions based on contemporary Viking combat practitioners.

The opponent’s guard changes based on the player’s behaviour

The project was a great opportunity for to channel historical research into game design and employ my own experience with historical fencing. It was surprising how many concepts and techniques managed to carry over into a VR medium. In particular developing the Warrior Training prototype on the Oculus Quest provided a particularly unique experience as the lack of wires and lighthouses permitted a much more free and active fighting style (in comparison to builds on the Rift S) without the fear of entanglement.

The HP deduction on hits was based on the velocity of the sword and hit location

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