Laid Back is a game made in VR on the Oculus Quest. The player controls a slacker who does not want to get up from their chair all day long and therefore has to find exotic ways to accomplish the tasks of their daily to-do list.
The game was made in a month and a half on Unreal Engine 4 during my third year at ISART DIGITAL, with four other Game Designers.
Details: ISART Digital
Dates: January 2020 - March 2020
Roles: Game Designer & 2D / 3D Artist
Tools: Unreal Engine 4 - PowerPoint - Notion - Excel - Illustrator - Blender
What I worked on
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Game Design
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2D Art
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3D Art
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Merch
Concept
Sitting on a chair with the Oculus Quest headset on their head, the player controls an extremely lazy character who refuses to leave their chair all day. As a result, they can only move their arms and head, and have to manage to interact with other objects in the room as best they can.
The game has been designed with a specific experience in mind: to encourage experimentation and exploration with objects manipulation, first by using action verbs such as "catch", "push", "pull" or "throw" in our design documents.
We used as references VR games such as Job Simulator, I Expect You To Die or Bait, but also Untitled Goose Game, whether for their management of movements and physics in virtual reality, their system of interaction with the environment or the humor used in their level design situations.
Designing fun interactions
To interact with their environment, players will be able to use "laziness tools", each one working somewhat differently.
Hands are the basic tools and can touch, catch, throw or push any nearby object.
The magnet can attract and move any metallic object towards you.
The pliers, which are telescopic, allow to catch many objects, even at a distance.
The gun shoots rubber stoppers on objects to break them or make them fall.
The cactus has a sticky property that can be used to agglomerate several objects on it.
The field hockey stick is used to push or make objects fall, even from a distance.
These tools allow you to interact with all the objects in the game, all having characteristics such as "metallic", "sticky", "blunt" etc., as well as a different mass in order to take advantage of physics and gravity.
Creating assets
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