[UE4] [C++] [Oculus Rift] Ex Tenebris Lux

Introduction


Ex Tenebris Lux is a puzzle game made with Unreal Engine 4 for Oculus Rift in which you must solve light puzzles to save the city of its malediction. You have an artifact helping you to find hidden symbols needed to continue city exploration. The project was done in 3 months.

The challenge

 The major problem on this project was the performance management. First, Unreal 4 needs a minimum hardware, as it's a next gen engine. Our hardware was powerful enough, but one thing that was the main problem: using the Oculus Rift on Unreal 4. The game must render 2 times with Oculus so the framerate drastically decrease. The recommended frame rate on Oculus Rift to have a good feeling (and not quickly have nausea) is 75 fps, and the minimum frame rate to get to avoid very bad feeling on move is 60 fps.

My mission

I have developped the movement mechanics as the "Cornice movement", the player was able to move on a conice along a wall, and globally the controller which was the main part of the project, because making a controller require time when you develop for VR. I was also responsible for enigme mechanics as unlocking doors with a combinaison of symbols found by player.

Screenshots 






Trailer

Team

Graphic Artists :
Lucas BETEILLE
Margaux WURTZ
Nicolas CHARLET
Paul BENET

Programmers :
Kevin DRURE
Francois ROY

Game Designer/Level Designer :
Romain GEFFROY

Sound Designers :
From ISTDS, Montréal, Canada :
Valentin AUCOIN
Paul CELERIER

 

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