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  • Designing A Thrilling Arcade Experience For VR

    - Vincent Trinel
  • My name is Vincent. I'm a French game design student from Supinfogame Rubika, a game development school based in Valenciennes, France. I worked on many game projects during my studies that taught me a lot on game development and game design. I released games made with friends on Steam alongside my studies. The first one was Atma, a story-driven adventure game inspired by games like Zelda and Okami. The latest is Quash, a VR arcade game currently in early access on Steam.

    I wrote this article to share the experience I had during the development of Quash. It taught me a lot about designing for VR. I wanted to talk about the process and the decisions we took to achieve our goals. I hope this article can help and/or inspire people who face difficulties during the development of their own VR game. (And I know how difficult and incredibly frightening it can be to design for VR).

    The concept

    Quash is a VR Arcade racket game where the player must destroy every brick in the wall in front of him. To destroy the bricks, the player has to strike a ball with their racket to create an explosion that blows the bricks within its range when the ball hits the wall.

    You can easily describe the concept as a mix between Squash and Breakout.

    Intents and goals of the project

    The game is designed around 2 core pillars that drive the game's experience.

    Make the player feels strong and powerful

    Everyone can play and succeed

    Make you feel stronger than you think

    Racket sports tend to be more difficult than we thought at first. It's complicated to aim accurately with a racket, and you need to be able to catch the ball, which is not easy. It made us realize that we don't want the player to have an experience similar to a real racket sport. We wanted something easier, more accessible, focused on the feeling of hitting a ball and destroying everything.

    We want everyone to be able to smash this damn ball!

    We wanted to create a game where everyone can succeed without sacrificing a sense of challenge and let players improve by themselves throughout the game.

    Above all, we focused on the feeling of the gameplay to achieve our design goals.


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