Secure The Beat
Secure the Beat is a virtual reality (VR) rhythm game where you play as a security guard for a concert and defend performing artists. Secure the Beat explores the feasibility of creating a challenging rhythm game and developing audio-focused sandbox environments in a VR space.
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3D ARTIST/LEVEL DESIGNER/VFX ARTIST
For this game I created all the assets within the world ranging from the concert hall, to the spot lights, characters, seats, stage, etc. This was the first ever big VR project that I worked on. I was the lead designer of the visuals in the game and I chose for the game to have this cartoon-y style and color scheme. The characters ranging from the performers, NPCs, and enemies are all original designs made and created in ZBrush, Maya, and Blender. The environment art is all custom made except for the main stage asset - that was purchased from an online 3D website, however, was modified heavily to fit the feel of the game.
The game was targeted to be used for the Oculus headset. Since the game is still a prototype, the team decided to have the game possess both a PC mode and VR mode. The gameplay is much more difficult in the PC mode as the game is meant to have two different pistols to be used for the faster sound tracks and an attached shield to be used to defend against enemies that shoot at the player.
This project is still in the works, and remains unfinished. However, the team believes that it is an original idea and one to definitely become a reality
VR GAMEPLAY SAMPLE!
The VR mode is the more intuitive mode as it allows the player to be able to shoot in a wider range and match the faster tracks within the game.
PLAY THE GAME NOW ON ITCH!
For this game I worked heavily on the character and environment assets, and most of my job revolved around creating all the original models. I also worked a lot with the Unity shader system as I had to create various shaders for models/VFX use. A cell, hologram, dissolve, and custom emissive shaders were created for this game. The spotlights that indicate the enemy were developed by me and made to be customizable for use. I also worked as the bridge between the code and art, as I had to be the one to code the animation frames and sequences to work with the MIDI file reading code, and the same with the VFX, shaders, etc.