The Third Pill

A Virtual Reality sci-fi psychological thriller  

Objective

Pushing the boundary of VR game through narrative driven experience in a Vaporwave universe.

Coming to App Lab in the near future.

Scope

Art Direction, Level Design and Worldbuilding, Asset Creation, Optimization and Prototyping

See process ⇣

1. Overview

What happen when you combine 2001: A Space Odyssey and Alice in Wonderland in a neoclassical inspired setting?

An architectural fever dream

An excerpt from The Third Pill main site:

"As Theseus, born of Poseidon, you’re not merely another Athenian.

You’re the key to unraveling an ungodly mystery on an enigmatic island where realities dissolve into a dream labyrinth.

Impossible architecture. Unimaginable horrors. Non-Euclidean delights.

Will you stare into the abyss, feel the call of the gateless isle, and face the limits of your humanity?"

2. Design process and my role

As part of the core design team, my role encompassed shaping the game's art direction and visual aesthetic. These elements significantly enhance player engagement, strengthen the narrative, and contribute to an immersive experience.

I had the opportunity to be part of the game concept ideation from the early stages. We underwent multiple rounds of prototyping and internal playtesting. Eventually, we managed to organize an external playtest. Observing the players' reactions was instructive, and their feedback greatly improved the later game prototype.

I handled both the environment creation process in Rhino and implementation in Unity. I coordinated closely with our 3D Artist on optimization and light baking in Maya. Some of the environmental meshes are later edited and developed further by me in Blender.

I was also responsible for the creation and texturing of numerous key assets using Blender.

Art Direction

The game's primary visual language is achieved using architecturally rich environments, predominantly monochromatic, with only normal maps applied. This design approach allows objects of importance to stand out and capture the player's attention. The skybox and environmental lighting are crucial in reinforcing the mood and emotional undertones corresponding to the player's progression in the game.

Worldbuilding and Spatial Design

Neoclassical architecture serves as the primary inspiration for the game's environments. We believe it provides an ideal setting for the central mythical narrative while offering intriguing starting points for incorporating additional sci-fi elements.

The spaces themself are fully modular, designed to allow players to create and rearrange their 3D labyrinths for exploration and interaction.

We're also aiming to expand the limits of VR experiences by delving into concepts such as variable time scales, player scales, and non-Euclidean space.

The video below features the Villa, one of the game's primary levels that I designed. It's an enigmatic palace filled with astounding experiences. Players are free to explore this space and unravel the underlying mystery.

To learn more about The Third Pill, visit the game site here.

Other works

Traces

VR . narrative