Project Report: Freeup – Mixed Reality Game Development

1. Introduction

1.1 Overview of the Project

Freeup is a mixed reality game that I have created for the Major Project module for my Masters in Games and Extended Reality. The concept of Freeup originated from my need to design a game that is not just a VR experience but also active and entails physical interaction. Although many have been entertained by VR games and the environments they create, the games do not meet the physical and spatial needs of players, including motion sickness and possible physical injuries because of the lack of awareness of their surroundings.

Freeup is intended to address the aforementioned issues by incorporating real-life features into the game environment, which will increase players’ awareness and safety. The game’s plot puts the player in the future where robots have rebelled against humans and the player’s objective is to eliminate these robots by uploading a software program that is capable of doing so. This mission entails the physical movement of the players in their real-life environment as they interact with the virtual environment. In this way, Freeup not only involves players physically but also keeps them alert to the environment, which is crucial since Freeup eliminates the majority of hazards inherent in conventional VR games.

1.2 Aims and Goals

The main goal of Freeup is to design a game that will take place in the real environment and will require the physical activity of the player but at the same time will be as engaging as video games. In contrast to most games in VR, Freeup does not restrict the player to stand still, but rather actively move in the physical environment. This is in line with the recent trend of games that not only provide entertainment, but also promote fitness.

Another important objective is to solve the problems that players often face during VR gaming, including motion sickness and disorientation. These issues occur when there is a lack of synchronization between the movements of the player and the game environment. In this way, Freeup is free from these problems because it incorporates real-world elements into the game, which makes the gaming experience more comfortable.

Last but not the least, Freeup has the vision to redefine the possibilities in mixed reality gaming. Because the game is designed to integrate the real and the virtual environments in a way that is not seen in other games, it has the potential to revolutionize how players engage with virtual spaces.

1.3 Significance of the Project

The importance of Freeup is in its ability to define a new genre of mixed reality games. As a game, Freeup is able to provide a unique approach to the gaming industry as it shifts towards the concept of the body and space. This is particularly important as the gaming industry seeks to exploit the possibilities in Virtual Reality (VR) and Augmented Reality (AR).

Furthermore, Freeup fills a gap in the market since motion sickness and physical disorientation are prevalent problems in VR games (Krebs & Duncan, 2022). Thus, it improves the overall experience and makes VR and mixed reality games more accessible for those who could not try them before because of these problems.

The project is also relevant to the academic discipline of game design and development, specifically in the field of extended reality (XR). Thus, this report, which describes the process of mixed reality game development, its problems, and solutions, will be useful for other developers and researchers focused on the topic of mixed reality gaming.

2. Project Background

2.1 Context and Inspiration

The idea for Freeup was born out of the current state of VR gaming and the need to develop a unique product that would not be lost in the sea of similar products. In the last few years, VR has become quite popular, and some of the most popular games include Creed, Beat Saber, and Superhot. These games have demonstrated that VR is a very effective medium for delivering experiences that challenge the players both intellectually and physically.

However, despite their success, I noticed a recurring issue with these games: they usually demand their players perform strenuous activities without necessarily informing them of the physical environment. This causes motion sickness, confusion, and at times, physical harm to the players due to contact with objects in the surrounding area.

I wanted to design a game that would not only call for physical activity, but at the same time, enhance the players’ spatial orientation to reduce the chances of having an accident. The concept was to design a game that would involve physical activity and interactivity with the virtual environment while ensuring that the process is fun and risk-free.

2.2 Market Analysis

The market for VR gaming has been expanding steadily over the years, with technological improvements making VR more mainstream. The VR gaming market is estimated to be at $45.09 billion by 2027 (Grand View Research, 2023), with a compound annual growth rate (CAGR) of 32.75% between 2020 and 2027 (Mordor Intelligence, n.d.). This growth is due to the rising interest in gaming and the advancements in VR equipment and applications.

However, there is still much that has to be overcome in the field of VR gaming, even though the market for it is growing. There are many problems inherent in VR, but one of the most serious is motion sickness, which is experienced by a significant portion of users. It has been estimated that between 25% and 40% of people who use VR feel some level of motion sickness, which may be mild or severe (AlGerafi et al., 2023). This issue is most noticeable in games that involve fast motion or drastic changes in camera angles, for example first-person shooters and action games.

The other issue is that players may not have a sense of position in VR games. Since VR games place players in a virtual world, they do not pay attention to their environment and end up getting injured. This is especially so in games that involve movement where the player may end up bumping into objects in the physical world.

Freeup addresses these challenges by incorporating mixed reality components into the game, so that the players are always in touch with their environment as they play the game. This not only increases the safety of players but also creates a better environment for users, making VR games more popular among people.

2.3 Problem Statement and Objectives

The main issue that Freeup wants to address is the lack of interaction between physical movement and the virtual world in regular VR games (Haamer et al., 2024). This disconnection usually results in motion sickness, disorientation, and physical injuries that are likely to reduce the fun of gameplay.

To address this problem, Freeup has the following objectives:

  • Enhance Physical Engagement: Make players get off their seats, walk around, or do something with their bodies, thus making it an active game.
  • Improve Spatial Awareness: Add elements of reality into the game to make the players more cautious to ensure they do not cause an accident.
  • Mitigate Motion Sickness: Design game mechanics that reduce the vulnerability of motion sickness by matching the motion in the virtual environment with the real world.
  • Create an Immersive Experience: Make sure that the use of real-world components does not detract from the game and its play.

Through these goals, Freeup seeks to deliver a fun and satisfying gaming experience that addresses some of the biggest issues that VR gaming has.

3. Development Stages

3.1 Conceptualization

The conceptualization stage of Freeup was a very important stage in the development process because it outlined the fundamental concepts and mechanisms that would underpin the game. My first concept was to design a game that would involve physical navigation within the environment, in which objects and spaces in the real world would be used as in-game assets. This idea stemmed from the rise of VR games that incorporate exercise into the gameplay like Beat Saber and Creed but with the goal of enhancing the players’ protection and orientation.

To translate the idea to actuality, I first had to come up with the story behind the game, its gameplay, and overall aesthetics. I felt that there must be a strong narrative in the game to make the players get involved in the story while at the same time, giving them an aim and reason for their physical actions. After thinking over a number of possibilities, I chose to develop a plot that takes place in a future where robots have rebelled against the human race and the protagonist’s goal is to eliminate them by introducing a virus that can delete them.

After the initial idea was set, I started drawing a storyboard to define the general layout and the major events of the game. This storyboard was useful in the development process because it helped me plan the game and anticipate any issues that may arise.

3.2 Design Process

Freeup was designed in cycles due to the need to review the game to ensure that it met the intended goals and objectives. The first stage of the design process was to establish the environment and characters of the game since they were core to the player’s experience (Becker & Ngo, 2016). I also desired the environment to be aesthetic and practical, with objects and places from the real world being naturally incorporated into the virtual environment.

To this end, I first began by laying out the environment of the game in Unity 2022.3.25f1 with the help of pre-made assets as well as assets that I created myself. The environment was made to be flexible so that the levels could be created in a modular fashion and objects from the real world could be incorporated into the game.

After the first sketches were made, I organized several playtesting sessions to get the feedback from potential players. These sessions were useful for understanding how the game mechanics were interpreted and if the right level of physical activity and spatial orientation was maintained. From this feedback, I changed several aspects of the game: I adjusted the movement system and the overall flow of the game.

3.3 Implementation

The implementation phase was focused on the actual creation of the designs and the development of the main mechanics and features of Freeup. This phase was technical in the sense that it involved the coordination and interconnection of different systems and technologies to produce an integrated and engaging environment (Zhou & Feiner, 2021).

The AI behavior for the enemy robots was another crucial factor that was incorporated into the implementation process.

Lastly, I integrated the mixed reality components that are the essence of the Freeup application. This entailed the use of real-life objects and environments in the game to enable the players to play the game using their environment (Partarakis & Zabulis, 2024). For instance, the players can only be seen by the robots if they are behind real life objects or use barriers to fend off the robots. These elements were well chosen in order to match the virtual environment and to create a coherent and integrated context.

3.4 Testing and Iteration

The idea of testing and refining was continuous through the development of Freeup to ensure that the game was achieving its goals and was enjoyable for the players. The playtesting phase entailed several playtesting sessions, feedback from the users, and analysis of the results to detect any problems and changes that would need to be made (Tao et al., 2021).

One of the key areas that were focused on during testing was the movement system, because it was one of the central mechanics of the game. In order to assess how players engaged with the movement system and if it offered the required degree of physical immersion and awareness of space, I performed multiple playtesting sessions.

The testing of AI behavior for the enemy robots was also crucial for the game. In order to achieve a balance between difficulty and fun, I spent a lot of effort in fine-tuning the AI to be as difficult as possible without being frustrating. This was achieved by modifying the AI’s decision making, the intervals at which the robots attacked, and the synchronization of the robots.

Besides the basic functionalities, I also collected data on the general impression of the game, graphics, sound, and story. This feedback was used to make several changes to the design of the game such as making the visual cues clearer, improving the audio experience and increasing the speed of the story.

Lastly, I carried out several performance tests to check the efficiency of the game on different computers. This entailed fine-tuning the game’s code to minimize the processor and graphics card load and to make the game run at a constant frame rate. The reason was to make gaming as enjoyable as possible for the players regardless of how their computers were set up.

4. Theoretical Framework

4.1 Theories in Game Design

In the process of creating Freeup, several theories in game design were used, including those that focused on players, immersion and story. The theory that was considered in the design process was the Flow Concept Theory developed by Misally Csikszentmihalyi that refers to the state of being engrossed in an activity.

In Freeup, to have flow, I ensured that the level of difficulty was moderate to enhance a feeling of accomplishment and advancement through the game. This was done by making the game progressively complex as the players mastered various levels and ensuring that there were clear objectives and feedback mechanisms to encourage the players (Pimentel & Teixeira, 2021).

Another theory that was considered in the development of Freeup was the Embodied Cognition Theory that posits that cognition is grounded in bodily activity and interactions with the environment (Gasparini, 2021). This theory was especially important when designing Freeup as the game relies on physical activity and spatial orientation as the game mechanics.

Applying the above-mentioned theory, I made the game mechanics in such a way that they force the player to use his/her physical body to navigate through the environment moving through the environment. This not only creates a greater feeling of presence but also increases the level of fun and physical interaction during gameplay.

4.2 Mixed Reality and Physical Engagement

The decision of where to implement mixed reality elements in Freeup was based on the theory of affordances, which are the possibilities of actions that an environment provides to a person. In the case of mixed reality gaming, affordances play a significant role in defining the ways in which the players will be able to engage with the virtual and physical worlds (Gómez-Peña & Hernández, 2021).

In Freeup, I paid much attention to the design of affordances to help players understand how to engage with the physical world and the game world.

The Theory of Embodied Interaction was also used in the development of Freeup. This theory postulates that the interaction between humans and computers is most efficient when the body movements and strength are utilized. In Freeup, I made the game movements to be close to real life movements, for example, stretching to eliminate an enemy or moving fast to avoid an enemy. In this way, the game makes the player feel more present and involved, which makes the gameplay more natural and fun.

4.3 Addressing Motion Sickness and Spatial Awareness

There are many issues that are associated with VR and mixed reality gaming, with one of the most prominent ones being the motion sickness problem which can be quite disruptive to the game (Jasper et al., 2020). To address this challenge, I used the sensory conflict theory which posits that motion sickness results from conflicting sensory information received by the brain (Conner et al., 2022).

I also tried to use real life elements in the game to enhance the ability to navigate and avoid getting lost. Through the visual and audio prompts that are associated with the physical environment, Freeup ensures that players do not lose their orientation and balance even in virtual space.

5. Technical Research and Development

5.1 Selection of Tools and Technologies

When designing Freeup, it was crucial to choose the tools and technologies that would complement the game’s features and facilitate the development process. Since the game is focused on mixed reality and physical interactions, Unity 2022.3.25f1 was selected as the main development platform, as it offers a comprehensive set of tools for VR/AR development along with a vast number of assets and plugins (Unity Technologies, 2023).  

When considering how I can create a mixed-reality environment, I must look for a plugin that provides easy access and compatibility. Of the newest plugins and SDKs, the Meta All-in-One SDK is worth mentioning. It has powerful tools tailored for building engaging mixed-reality experiences, which gives it an advantage over other options that should be considered for our project (Meta Platforms, Inc., 2023).

5.2 Development Progress

Based on the findings of my research, I have decided to advance my project in the development process by employing the meta SDKs that assist in developing a mixed reality environment. For camera rig, pass-through, hand interactions, and scene understanding, I use the meta build blocks which if help can be created in a single click but we must know how to use them.

In my game, the major part of the development is the enemy development. The main issue I have with my enemy is that it needs to move in the real world and so I have to use the NavMesh in the development process which I create using a plane. However, I thought that it was not correct for the enemy to find the correct route to get to the enemy. Therefore, I had to shift my idea to another approach which is to generate the NavMesh only at the beginning of a game as this made it possible to develop an option for my enemy to avoid the obstacles that are in the real world so that the enemy will avoid the obstacle and choose the right and shortest path to the point.

NavMesh generation: The script below helps me create the NavMesh at runtime. I used physics colliders to generate the NavMesh.

The mixed reality environment isn’t generating the navigation mesh, even though we have the script in the game scene. To make this script work, we need to use the MetaMRUK script to generate the mesh. In the picture below, I explain how to develop this:

The below script is responsible for my enemy’s character controller:

With this script, the enemy navigates the path to reach the enemy and damages the system’s health.

Enemy damage system: To advance in the game, we needed to implement a way to damage the robot, so I wrote the following script:

Players can damage the enemy, and a sound effect plays when they hit the enemy to enhance the experience of striking the enemy.

Create enemy spawn point: In this game, the main objective is to create a spawn point within a specific room so that enemies are generated inside that room. The script provided below is designed to create the functionality needed to spawn enemies within the game environment.

Implementation of time function: In this game, the major logic is the game needs to end after two and a half minutes. To achieve this, I wrote the following script:

With the above script all the objects in the scene are destroyed and the win panel UI is displayed.

After completing the development process, I created a prototype of the project.

6. Testing and Data-Driven Design

6.1 Testing Methodologies

The testing was an important stage of Freeup development because it helped me to find some flaws in the gameplay, the performance of the game, and the general interface. I conducted play testing, usability testing, and performance testing to check on the progress and see that the game achieves its intended objectives and give players a worthwhile experience (Tao et al., 2021).

Testing took place at different stages of the development process, and the testers’ feedback was received on the game’s mechanics, controls, and gameplay. These sessions were very helpful for finding the problems with the movement system, AI behavior, and level design, so I could fix them if needed.

Usability testing mainly concentrated on the UI and the feel and look of the game to ensure that players could easily understand how to navigate through the game. I tested the game with several participants, both expert and novice gamers, and asked them about the readability of indicators, the sensitivity of controls, and the accessibility of the game in general.

6.2 User Feedback and Iterative Design

As an essential aspect of the development process, the users’ feedback helped the developers understand how players perceived and engaged with the game. I collected feedback from playtesting sessions in order to determine the advantages and disadvantages of the game from the player’s point of view.

Another important area of feedback was the behavior of the AI of the enemy robots. Some players noted that they could not inflict enough damage on their opponents due to the robots’ lack of aggression. As a result of this feedback, I made a number of changes to the AI such as path finding (Shen & Wang, 2022).

The feedback on the mixed reality elements was positive with most of the players noting that the use of real-life objects in the game was quite interesting. However, some players have expressed their concern towards the tracking and alignment of these elements, which sometimes causes glitches and misalignment. To counter these problems, I proceeded to further testing and made relevant changes to meta integration, so that the real-life objects matched the virtual setting more closely.

6.3 Data Analysis and Optimization

Besides the feedback from users, I also analyzed the data to determine where improvements could be made. This entailed gathering and analyzing information concerning players’ actions including their mobility, frequency of communication, and time taken to accomplish certain tasks. Through this data, I could analyze patterns that would be helpful in the successive stages of design.

For example, during the data analysis, it was found that some of the players were having issues with some of the movement system aspects, such as moving through small spaces or around objects. From this data, changes were made to the movement system to include improving the controls and adding better visual indications for the players.

7. Post-Mortem of the Project

The evaluation of the Freeup project is a critical assessment of how the development process was done, the successes recorded, the problems faced, and the lessons learned for future projects. This part of the work includes the plot and characters, environment and AI design, coding difficulties, and the prospects for the game.

7.1 Story and Characters

What Went Well: The story of Freeup was created with the specific goal of making players experience a story that is directly connected to the game. The concept of humans fighting against rebellious robots was a good starting point for the game story and affected the number of robots that are enemies and the missions that the players perform. This story was well received in testing phases where players showed interest in the game objectives and the level of urgency the game brings.

The enemy robots had their own strengths, and they were all different from each other, which made the fights more interesting. This variety in character design was appreciated because it made the gameplay more diverse and interesting.

Challenges: One of the primary problems was to convey the plot as smoothly as possible and not to bore the player with the reading of texts. Another challenge was the balance between storytelling and gameplay, where the focus is on the action. Also, the background story integration into the mixed reality environment had its difficulties, as the players had to be informed about the story at some point while maintaining the immersion.

Improvements for the Future: For the next versions, I would like to improve the storytelling aspect by adding more dialogue choices that are based on the decisions made by the player. Adding more fiction-related content to the environment and developing the story of the enemy robots could also strengthen the player’s attachment to the game (Chattha et al., 2020).

7.2 Environment and Level Design

What Went Well: The environment and level design were created with a focus on a mixture of real and virtual scenarios, thus giving the player an impression of mixed reality. Meta interaction enabled mapping and tracking of the physical objects that were smoothly and easily incorporated in the virtual environment. This led to levels that were integrated and interesting, with objects from the real world that helped to give the game a sense of depth by acting as barriers or objects that the player could use.

Challenges: Some of the challenges that were experienced include the ability to design levels that have both real and virtual components, but these are in the same level of difficulty. The correspondence between the physical space used by players and the virtual area was challenging to achieve and had to be refined several times. However, the tracking of actual objects was not always precise, and there were moments when the objects were not aligned correctly, which negatively influenced the gameplay.

Improvements for the Future: Future developments could be the improvement of the object tracking to make it more stable and the addition of more real-life objects that can be connected to the game (Xiao et al., 2024). I also want to include multi-level stages with multiple targets and paths to achieve them, which will give the player more choices and replay value. Also, it is possible to involve more dynamic environmental factors, for example, different weather conditions or interactive objects, which can enhance the game experience.

8. Future Development Plans

As for the future of Freeup, there are several directions that can be taken to expand the game’s potential and add more layers to the gameplay. These future plans include the addition of more gameplay elements, the development of the story, and the refinement of the game.

8.1 Introduction of New Game Modes

Another area of development that is expected to be further explored in the future is the addition of new game modes that would be interesting for players of different skill levels. Some ideas for the game modes are survival mode, in which the player has to fight off hordes of the enemies that get progressively more difficult, and stealth mode, in which the player is set to accomplish objectives while not being noticed by the enemies. These new modes would give the players different ways to play the game, which would make the game more interesting and playable again.

8.2 Expanded Storyline and Lore

Another direction for further development is the expansion of the storyline and the universe of Freeup. This could include the addition of new characters, friends and foes, and the development of their pasts and reasons for their actions. Extra narrative elements like cutscenes, conversations with characters, and other items that give more information about the game’s setting would add to the player’s engagement with the story and make the experience more engaging.

8.3 Enhanced AI and Dynamic Environments

Subsequent releases might bring additional AI behaviors such as learning algorithms that enable enemies to evolve and counter the player’s strategies (Soliman et al., 2024). This would introduce a level of challenge in the game since players would have to constantly think of new ways to outsmart the AI. Furthermore, using dynamic environments that adapt to the player’s actions or the flow of time could also be a good idea to enhance the level of difficulty and the sense of presence.

8.4 Integration of New Technologies

In the future, as mixed reality and gaming technologies advance further, Freeup could look at integrating new advances to improve the game. For example, improvements can be made to haptic feedback to enhance the tactile sensations during game play to make it more realistic (Smith & Brown, 2020). Furthermore, expanding on the concept of AI-generated content could lead to the creation of procedural generation of levels and challenges for the game, resulting in new content every time the game is played.

9. Conclusion

The creation of Freeup has not been easy, but it has been a fruitful process with a lot of learning experiences. The project met the objectives set for it and developed an entertaining mixed reality game that promotes physical activity and spatial orientation while avoiding collisions. By following the principles of design thinking, prototyping, and user-centered design, I was able to create a fun and engaging game that incorporates both virtual and real-life elements.

In reflecting on the information technology assignment project, I can see that various goals and objectives were achieved and that there was much to be learned from the experience. The problems faced, ranging from AI development to environment design, were important lessons learnt in the development of games in the mixed reality environment. It has also helped me gain more technical knowledge about game design and the psychology of players.

Finally, I have some expectations about the future of Freeup and what it may bring in the future in terms of further evolution and growth. The upcoming additions of new game modes, additional storytelling, and complex AI actions are expected to further enhance the game and provide players with even more exciting and realistic experiences.

In essence, Freeup is a major advancement in the field of mixed reality games, and I will do everything I can to further its development and make sure that it achieves its full potential. I think that with further improvements and advancements, Freeup has the potential to positively influence the VR and gaming industries and provide consumers with an entertaining, safe, and physical form of gaming.

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