Enter the Labyrinth

Enter the Labyrinth

ENTER THE LABYRINTH: A VR PROCEDURAL PSYCHOLOGICAL NIGHTMARE by John Horvath A Thesis Submitted to the Faculty of Dorothy F. Schmidt College of Arts and Letters In Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts Florida Atlantic University Boca Raton, FL May 2020 Copyright 2020 by John Horvath ii ENTER THE LABYRINTH: A VR PROCEDURAL PSYCHOLOGICAL NIGHTMARE by John Horvath This thesis was prepared under the direction of the candidate’s thesis advisor, Christopher Maraffi, School of Communication & Multimedia Studies, and has been approved by the members of the supervisory committee. It was submitted to the faculty of the Dorothy F. Schmidt College of Arts & Letters and was accepted in partial fulfillment of the requirements for the degree of Master Fine of Arts. SUPERVISORY COMMITTEE Christopher Maraffi Christopher Maraffi (May 1, 2020) Christopher Maraffi, MFA Thesis Advisor Francis McAfee (May 4, 2020) Francis McAfee, MFA Joey Bargsten, Ph.D. Carol Mills (May 4, 2020) Carol Bishop Mills, Ph.D. Director, School of Communications & Multimedia Studies Michael J. Horswell, Ph.D. Dean, Dorothy F. Schmidt College of Art & Letters May 4th, 2020 Robert W. Stackman Jr, Ph.D. Date Dean, Graduate College iii ACKNOWLEDGMENTS I would like to express my deep, sincere gratitude to my committee members for all their hard work, guidance, support, and patience. Without their amazing dedication, I would not be where and who I am today. I would like to thank my advisor, Topher Maraffi, for his expertise and for pushing me to refine my academic and creative abilities; Francis McAfee for his mentorship and encouragement throughout my time at Florida Atlantic University; And Dr. Joey Bargsten for his wealth of knowledge and his help in editing my manuscript. Finally, I would like to thank my fellow graduates for their support and feedback with my thesis and for their friendship. iv ABSTRACT Author: John Horvath Title: Enter the Labyrinth: A VR Procedural Psychological Nightmare Institution: Florida Atlantic University Thesis Advisor: Christopher Maraffi Degree: Master of Fine Arts Year: 2020 This thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare. Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the player must explore and problem-solve in order to find their way through the labyrinthine game. The environment changes and evolves as the game is replayed, creating a dream- or nightmare-like setting, stirring the sensation of déjà vu. The game was developed in VR using the Oculus Quest, a device that allows the player to freely move about without being tethered to a computer. The Quest’s ability to use hand, body, and room tracking significantly improves an already immersive experience. v DEDICATION I dedicate this thesis to my family—my children, Liam and Mikayla, and especially my spouse, Nicole. Without their love, support, and sacrifice I would not be here. I am eternally in their debt. Also, I would like to dedicate this thesis to my committee for all their hard work and effort in getting this thesis to fruition. ENTER THE LABYRINTH: CONSTRUCTING THE PROCEDURAL PSYCHOLOGICAL NIGHTMARE LIST OF FIGURES ......................................................................................................... viii INTRODUCTION .............................................................................................................. 1 AN OVERVIEW OF VIRTUAL REALITY’S HISTORY AND RESURGENCE ........... 8 ADVENTURE GAMES/PUZZLE EXPLORATION ...................................................... 20 PSYCHOLOGICAL HORROR........................................................................................ 25 PRODUCTION ................................................................................................................. 34 PIPELINE...................................................................................................................... 38 AUTODESK MAYA .................................................................................................... 40 ADOBE PHOTOSHOP/QUIXEL SUITE 2.3.2 & MIXER 2020 ................................ 47 ADOBE AUDITION..................................................................................................... 48 UNITY/OCULUS QUEST ........................................................................................... 51 CONCLUSION ................................................................................................................. 54 REFERENCES ................................................................................................................. 61 vii LIST OF FIGURES Fig. 1. Capcom. Resident Evil 2 Screenshot 1. (1998). Digital .......................................... 3 Fig. 2. Capcom. Resident Evil 2 Screenshot 2. (1998). Digital .......................................... 4 Fig. 3. Frictional Games. Amnesia: The Dark Descent Screenshot 1. (2010). Digital ....... 4 Fig. 4. Frictional Games. Amnesia: The Dark Descent Screenshot 2. (2010). Digital ....... 4 Fig. 5. Dario Argento. Suspiria Screenshot 1. Digital ........................................................ 6 Fig. 6. Dario Argento. Suspiria Screenshot 2. Digital ........................................................ 6 Fig. 7. Franz Roubaud. Battle of Borodino, 1812. (1912). Panoramic Oil Painting. ......... 8 Fig. 8. Battle of Borodino Panorama Museum. Panorama Example. (2000). Screenshot .. 9 Fig. 9. Charles Wheatstone. The Stereoscope. (1838). Drawing. ....................................... 9 Fig. 10. David Brewster. The Lenticular Stereoscope. (1849). Drawing. ........................ 10 Fig. 11. Morton Heilig. Telesphere. (1960). Photo. .......................................................... 10 Fig. 12. Morton Heilig. Sensorama. (1957). Photo. .......................................................... 11 Fig. 13. Ivan Sutherland. Sword of Damocles. (1968). Photo. ......................................... 12 Fig. 14. Daniel Sandin, and Thomas DeFanti. The Sayre Glove. (1976). Photo .............. 12 Fig. 15. VPL Research. DataGlove & EyePhone. (1989). Photo. .................................... 13 Fig. 16. VPL Research. DataSuit. (1989). Photo. ............................................................. 13 Fig. 17. SEGA. VR-1 Headset. (1994). Photo. ................................................................. 14 Fig. 18. Nintendo. Virtual Boy. (1995). Photo. ................................................................ 14 Fig. 19. Oculus. Rift Prototype MK I. (2012). Photo. ...................................................... 15 viii Fig. 20. Oculus. Rift CV1. (2016). Photo. ........................................................................ 16 Fig. 21. Sony. Playstation VR. (2016). Photo. .................................................................. 16 Fig. 22. HTC. Vive. (2016). Photo. .................................................................................. 17 Fig. 23. Oculus. Quest. (2019). Photo............................................................................... 18 Fig. 24. Panasonic. VR Goggles. (2020). Photo. .............................................................. 18 Fig. 25. Cyan. Myst Screenshot 1. (1993). Digital ........................................................... 20 Fig. 26. Cyan. Myst Screenshot 2. (1993). Digital ........................................................... 20 Fig. 27. Cyan. Myst Screenshot 3. (1993). Digital ........................................................... 21 Fig. 28. Cyan. Myst Screenshot 4. (1993). Digital ........................................................... 21 Fig. 29. Giant Sparrow. What Remains of Edith Finch Screenshot 1. (2017). Digital ..... 22 Fig. 30. Giant Sparrow. What Remains of Edith Finch Screenshot 2. (2017). Digital ..... 22 Fig. 31. Giant Sparrow. What Remains of Edith Finch Lewis Story 1. (2017). Digital ... 23 Fig. 32. Giant Sparrow. What Remains of Edith Finch Lewis Story 2. (2017). Digital ... 24 Fig. 33. Capcom. Resident Evil Screenshot 1. (1998). Digital ......................................... 25 Fig. 34. Capcom. Resident Evil Screenshot 2. (1998). Digital ......................................... 25 Fig. 35. Capcom. Resident Evil Puzzle Example 1. (1998). Digital ................................. 27 Fig. 36. Capcom. Resident Evil Puzzle Example 2. (1998). Digital ................................. 27 Fig. 37. Capcom. Resident Evil Puzzle Example 3. (1998). Digital ................................. 27 Fig. 38. Capcom. Resident Evil Screenshot 3. (1998). Digital ......................................... 28 Fig. 39. Capcom. Resident Evil Screenshot 4. (1998). Digital ......................................... 28 Fig. 40. Frictional Games. Amnesia: The Dark Descent Screenshot 3. (2010). Digital ... 29 Fig. 41. Frictional Games. Amnesia: The Dark Descent Screenshot 4. (2010). Digital ... 30 Fig. 42. Frictional Games. Amnesia: The Dark Descent Shadow. (2010). Digital .......... 30 ix Fig. 43 Frictional Games. Amnesia: The Dark Descent Sanity 1. (2010). Digital ........... 31 Fig. 44 Frictional Games. Amnesia: The Dark Descent Sanity 2. (2010). Digital ..........

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