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|Session Name:||Game VR/AR: 'Pixel Ripped': Using Affective Memory to Increase Immersion on VR Games|
|Speaker(s):||Rodrigo Blanco, Pedro Cmara, Brbara Framil, Rafael Langoni, Ana Ribeiro|
|Company Name(s):||ARVORE Immersive Experiences, ARVORE Immersive Experiences, ARVORE Immersive Experiences, ARVORE Immersive Experiences, ARVORE Immersive Experiences|
|Track / Format:||Game VR/AR|
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|Overview:||Pixel Ripped 1995 uses VR to bring players back in time to their childhood memories, teleporting them to a conceptually real (not realistic) but also magical universe where video games can break the fourth wall and jump into the real world, the player is also able to jump into the video game world to accomplish certain missions and progress in the story. The game has been very well received by players and critics (98% positive Steam reviews, 4.8/5 average rating on Oculus Store and is now the 24th best rated PS4 title of 2020 according to Metacritic, with a metascore of 82). To achieve a compelling level of illusion and immersion, there have been many factors that ARVORE has had to consider when creating this project. One of the main factors that made the game outstand among other VR games from the very beginning has been its ability to strongly connect with the emotional moments from many gamers' childhoods. That's why in this talk, the ARVORE Immersive Experiences team will tell which elements based on affective memories contributed to increase the immersion in the Pixel Ripped games. For that, they will detail about the different aspects of the game and how they affected the final production: game design, narrative, art direction and sound design.|