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PHANTOM: COVERT OPS - Player's Equipment

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.

Full-body awareness combined with the seated kayak position allowed us to build on 1:1 tactility and sense of "presence" in the world.  

With all equipment mounted on the kayak or body, everything is at arm’s length and physically accessible.

Full-body awareness combined with the seated kayak position allowed us to build on 1:1 tactility and sense of "presence" in the world.

With all equipment mounted on the kayak or body, everything is at arm’s length and physically accessible.

With either muscle memory or a quick look over the shoulder, larger weapons mounted on your back are easily accessible without hindering play style or physical interactions.

With either muscle memory or a quick look over the shoulder, larger weapons mounted on your back are easily accessible without hindering play style or physical interactions.

Maintaining a sense of immersion and role-play was a vital pillar to the Phantom experience. 

A sense of self required an aspirational avatar that suited the setting, whilst still allowing yourself to cast your own persona into the role.

Maintaining a sense of immersion and role-play was a vital pillar to the Phantom experience.

A sense of self required an aspirational avatar that suited the setting, whilst still allowing yourself to cast your own persona into the role.

Early designs leaned heavily into the spec' ops jungle hat vibe, obscuring the face whilst still creating a unique, distinguishable player character. 

Aspirational and an imprint-able anonymity was always a tricky balance.

Early designs leaned heavily into the spec' ops jungle hat vibe, obscuring the face whilst still creating a unique, distinguishable player character.

Aspirational and an imprint-able anonymity was always a tricky balance.

The neoprene choice of finish served on two fronts:

- It was appropriate for the character and context

- It worked incredibly well for players expectation cloth, muscle, and IK deformation under close inspection when in VR.

The neoprene choice of finish served on two fronts:

- It was appropriate for the character and context

- It worked incredibly well for players expectation cloth, muscle, and IK deformation under close inspection when in VR.

Your loadout is very real-world, 1:1, physically and intuitively available to you at all times.

We had to explore a range of layouts and arrangements not just for aesthetics but for ergonomics and accessibility.

Your loadout is very real-world, 1:1, physically and intuitively available to you at all times.

We had to explore a range of layouts and arrangements not just for aesthetics but for ergonomics and accessibility.

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, the least stealth weapon of choice. 

When you need to clear a path quickly, take down an armoured vehicle or even just to make a big noise, you're going to need a bigger gun!

The Grenade rifle, the least stealth weapon of choice.

When you need to clear a path quickly, take down an armoured vehicle or even just to make a big noise, you're going to need a bigger gun!

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.

Night Vision Goggles (NVG) provide an incredible sense of presence as much as a strategic advantage. 

Physically raising them to your eyeline to have your vision completely transformed and laden with intel, makes for incredible VR gameplay.

Night Vision Goggles (NVG) provide an incredible sense of presence as much as a strategic advantage.

Physically raising them to your eyeline to have your vision completely transformed and laden with intel, makes for incredible VR gameplay.

Form and surface detail was the focus for most up-close and personal equipment. 

We went through several iterations to land on a design that ergonomically felt right in VR, could be easily stowed, and suited the aesthetic of the technology and era.

Form and surface detail was the focus for most up-close and personal equipment.

We went through several iterations to land on a design that ergonomically felt right in VR, could be easily stowed, and suited the aesthetic of the technology and era.

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 Compound Bow was selected for its 1:1 connection to the controller in your hand. The handle of a compound bow matches more than say a traditional bow.

This helps maintain a sense of realism and immersion.

The Compound Bow was selected for its 1:1 connection to the controller in your hand. The handle of a compound bow matches more than say a traditional bow.

This helps maintain a sense of realism and immersion.

Much iteration was required to land on a design that worked as good as it looked and felt. 

The tactility and 1:1 interaction achieved with the actual controllers is incredibly effective and exclusively VR!

Much iteration was required to land on a design that worked as good as it looked and felt.

The tactility and 1:1 interaction achieved with the actual controllers is incredibly effective and exclusively VR!

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