Your load out is as important to your sense of role play as it is to your ability to achieve your mission.
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A key Phantom goal was to push the sense of "presence" within VR. The tactile sense of interacting with the world and objects in a non-abstract way really helps drive immerse and sense of place.
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Body awareness and non-abstracted tactility were major features that we invested a substantial amount of dev time into. From the actual locomotion with the paddle, to the night vision goggles, all aspects could be interacted with in a very human way.
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This section explores some of the choices of equipment, their design and the tactility they afforded the player in VR.
A Commando kayak, capable of considerable payloads, storage and manoeuvrability, makes for a decisive tool of infiltration.
The Kayak itself is inspired by actual military folding Kayaks. The Zoska MkII being a heavy influence for our own design.
The Grenade rifle had to meet some specific requirements.
- Handle to shoulder-butt had to match pre-defined proportions.
- An ammo' clip that could be stored and loaded like all others.
- Must be stored on your back, so feel as grabbable as the MP5.
The model itself must stand up to close scrutiny on both mobile Quest and hi-end PC Rift S platforms.
The design is specifically angular with a focused amount of curvature which allows for parity between high and low poly variants.
The evolution from concept to realised 3D model is evident.
After gameplay testing:
- visibility when aiming
- clarity of interaction when holding
- scale and possible intersection during use
These were all factors when honing the bows design.
Every weapon class has a NATO or WARSAW PACT equivalent.
All weapons have undergone some VR friendly modifications or ergonomic edits.
- sights have been brought closer
- shoulder butts dropped or shortened
- red dot aim assists
- large optic scopes