Cortex Quest

Context

Collaborate with another designer to plan and design an educational VR game for collegial students.

Our game was for the psychology course

 

Project Scope

  • Sequel of Nova Science
  • Design with a small budget in mind

  • Design time constraints : about 1 month

    Project Brief

        • Generate empathy for people suffering from specific brain injuries.

        • Simulate Symptoms caused by brain injuries.
        • Complete the game design as soon as possible in order for the prog team to build the game.

    Soon to be released on MetaQuest

    Planning

    Design Constraints

    Reduce Workload !

    Modeling Team
    • Limited spaces
    • Limited 3D shape complexity
    Scriting Team

    Reusing the same mechanics from the previous game

    Pick up & Drop

    Info card bracelet

    Manipulating assets with hand

    Point to teleport

    Generating relevent ideas

    Evaluate ideas with precise criteria
    • Small scope
    • Relatable experience
    • Fun potential
    Research

    Accurately represent symptoms of brain injuries.

    Read reference book & validate with a psychology professor from Dawson College. 

    Pitch minigame ideas

    I pitched 5 different minigame ideas for 5 symptoms.

    We chose the 3 that best fit the criteria.

    The chosen

    Prosopagnosia

    Being unable to recognize any faces

    Hemineglect

    Ignoring what’s present in one half of your visual field

    Body Ownership Impairment

    Feeling that parts of one’s body do not belong to oneself or misattribution of one’s own limbs

    The designs

    The Brain Palace

    Purpose

    Link the 3 minigames to compose one game about brain injury symptoms

    Description

    The player is in a black room containing 3 pedestals on which rests brains.

    A projector coming out of the brain displays an image indicating what type of symptoms the player will experiment by entering the level.

    Reasoning

    This small level serves as a way to introduce the player to the symptoms.

    This avoids surprising too much the player as some symptoms can be dissorienting.

    Prosopagnosia

    Description

    It is holiday season. You are supposed to distribute gifts to your closed ones, but since your accident, you can’t tell faces apart. You must rely on your notes to tell which gift goes to whom.

     The sequence of gifts is predetermined

    Descriptions of people refer to either accessories, behavior or hair color. They were made intentionally confusing.

    The last gift is scripted to always make the player choose the wrong person. That way, we make sure to make the player experiment feelings of hopelessness.

    Reasoning

    Placing the player in charge of an emotionally charged event serves to foster empathy towards people who actually have this symptom.

    This game is not about making the player feel smart or competent, that is why we force failure on the last challenge.

    Hemineglect

    Description

    The player is en employee of the post office in the 1950s. He has to sort capsules of mail coming from pneumatic tubes to send them to the right destination.

    There are tubes on the player’s right and left. After the game is tutorialized, the player stops receiving feedback from capsules arriving to his left field of view.

    To determine the destination of a capsule, the player must find stickers on it by turning it around in his hands. However, the stickers don’t show if they come in view from the left side.

     The longer the game goes, the faster the capsule arrives.

    Reasoning

    With this design, we want to establish a sense of confidence in the player first before simulating the symptoms.

    This way, the player is more likely to make mistakes when sorting the capsules. Also, at some point, the capsules arrive too fast for the player to sort fast enough, leading to a game over in panic.

    This type of tasks shows the player that mundane tasks quickly become complicated.

    Prosopagnosia

    Description

    The player is trying to prepare a soup in his kitchen. We gradually add symptoms of body ownership impairment :

    •  Visual lag between arm and perception of arm.
    • Disparity between actual axis of movement and visual axis of movement.
    • Lack of depth perception

    At some point, we make the player topple his soup and dropping oil on the gas stove. This starts a fire and the player has to compose 911 to finish the game.

    Reasoning

    By adding symptoms one by one, we teach the player that things are getting worse and worse. Also, we avoid overwhelming the player too fast.

    This game aims again to make the player feel empathy for people suffering from body ownership impairment by making them experiment how mundane tasks can become challenging