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Over Lock VR

My Role: Develop whole project
Tools: Unity, Visual Studio, Maya, Substance Painter

Over Lock VR is a personal project, where the task was to make a VR escape room equipped with an interactive hero asset. In this project I used Autodesk Maya for modelling, Substance painter and Photoshop for texturing, and Unity for VR development.

I wanted to achieve a mysterious atmosphere for the escape room, and tried to come up with a somewhat unusual theme. Hy hero asset is an old over lock machine, and I decided to put it in a shabby laundry room, containing some general cheep laundry stuff and washing machines. But something is off: there is a big green glowing power cube inside the room and a worried intro message tells the player to flee. The player have to figure out how to escape before the time runs out, and avoid the deadly traps. Ironically, the player can only escape through death, and will end up in heaven if they manage to solve the puzzle.

1. The game starts with a brief display of the Over Lock game logo, which features a font inspired by the Cyrillic alphabet.

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2. The player then starts in a shabby laundry room, furnished by a couple of washing machines, an over lock machine on an ironing board and a glowing power cube. An intro message is telling the player to get out.

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3. The player needs to look around to find out how to solve to puzzle to get out. A secret code needs to be typed into the washing machine, but the player needs to be careful, they only have 4 lives!

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4. If the player fails to figure out the code in four attempts, or walk into any other trap in the room, the player dies and end up in the middle of a fire. The player can restart the game from here.

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5. The player will discover a hidden riddle on the walls if they turn of the light switch for the room. The riddle holds the secret code for the washing machine.

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6. After typing in the right code, the washing machine door will open and the player can pick up a small power cube with an power plug attached to it.

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7. Thee player can now plug in the power cube to the over lock and can now turn it on by turning on the on/off button.

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8. The over lock starts sewing and electrical sparkles are coming from the machine. The player can increase the sewing speed by pulling up the lever on the side.

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9. If the player pushes the speed to the max, there will be a power surge, with a lightning bolt coming up from the over lock and hitting the ceiling. The room is set on fire and burns to the ground.

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10. The player can now get out of the room because it has burned down, but unfortunately they died in the fire. The objects left in the room are black with ash and a green fire is still burning around the corners of the room.

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11. The player is now in heaven since they died, and can walk around on the clouds while holding the over lock machine.

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12. If the player accidently falls of the clouds, they can not die again, because they are already dead (but the player may still have the over lock).

Slideshow for final game

Over Lock VR

My Role: Develop whole project
Tools: Unity, Visual Studio, Maya, Substance Painter

Over Lock VR is a personal project, where the task was to make a VR escape room equipped with an interactive hero asset. In this project I used Autodesk Maya for modelling, Substance painter and Photoshop for texturing, and Unity for VR development.

I wanted to achieve a mysterious atmosphere for the escape room, and tried to come up with a somewhat unusual theme. Hy hero asset is an old over lock machine, and I decided to put it in a shabby laundry room, containing some general cheep laundry stuff and washing machines. But something is off: there is a big green glowing power cube inside the room and a worried intro message tells the player to flee. The player have to figure out how to escape before the time runs out, and avoid the deadly traps. Ironically, the player can only escape through death, and will end up in heaven if they manage to solve the puzzle.

The hero asset it supposed to stand out in the experience to draw attention to it, while the rest of the room is supposed to have an less detailed style. My hero asset is an over lock machine, which I modelled in a realistic style with a real over lock I had access to as reference. I modelled the rest of the objects in the room using reference images. I made all textures for the over lock in substance painter, plus the wall paint and tile texture for the room.

In Unity I was working on making smooth VR interactions for buttons, lever, washing machine door, and over lock top handle. I also made simple functionality to make the room come to life such as a pulsating power cube, a timer on the wall, a swinging lamp, a typing welcome message, put in some sound effects and a mystic ambient background sound. I put in a few traps that transfers the player into the “you died” scene with a blue fire I made with particle system. I wanted to work with the element of surprise and made three different states for the room so that the player will experience three different surroundings even though they are in the same place. There is the room you start in, a dark state with hidden riddles written on the walls, and an end state where the room has burned down to the ground. I tried to make the burning room sequence extra intense, using VFX graph for a lightning, a few dissolve shaders and particle systems to burn down the walls, and an ash shader to apply dirt. After the room has burned down the player can walk out of the aches to find themself in heaven walking on the clouds, with my own cloud shader.

Reference picture of the real over lock machine, and the final model made in Autodesk Maya with materials made in Substance Painter. Modelled in 1:1 scale, made to be the hero asset of the VR experience.

Furnished room modelled in Maya, and reference pictures for the different objects. The room is made as low poly as possible to optimize performance, while still maintaining a realistic style.