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Ghost Simulator VR | 2020

This game was developed as final project for my “New Platforms for Game Development” course in Bilgi University. I hoped to create a fun VR experience for this game where we play as a ghost who is disturbed by the teenagers partying in his old house. Unfortunetly, I had to develop this game without a VR headset and had no chance to film the gameplay myself.

Role: Solo Project
Platform: PC - VR
Genre: VR - Comedy - Simulation

Screenshots:

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Gameplay:

Narrative and Development

Since I was very new to Unreal Engine during this course and hadn't worked with VR before, this game was quite challenging for me to finish. I was also missing a VR headset as I was working on it, so sadly it felt like I was diving into it blindly. Because of these reasons, I decided to keep the game very simple mechanically but more interesting narrative-wise.

As the game begins, the player is welcomed by a piece of peaceful classical music and a ghost talking about how peaceful death is and how happy he is. However, as it goes on, the music is disturbed, and the ghost can feel that he is being brought back to the living world. That is because some teenagers who have found his empty house are throwing a party. From this point forward, the player is free to mess with them as they are invisible. They can throw items at them and walk around to see what they are up to. Occasionally, the ghost will make comments about his past life and memories when the player visits certain locations in the house, which are all triggered by simple collision scripts.
 
When throwing items, the NPCs will react to it by changing their animations to various confused idle animations. Additionally, I used Mixamo for my characters and animations to create a living party, and used text-to-speech as a place holder for the dialogues throughout the gameplay. I also figured that the the pink lighting looked absurd and decided to go with that.

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Conclusion

Developing this game without a VR headset posed challenges, but it was a valuable learning experience. Due to technical limitations, I focused on narrative over complex mechanics, leveraging resources creatively. Through this process, I gained insights into storytelling in game design and the importance of adaptation.

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