About
Created for Abertay's 2024 DARE Academy, Sight Unseen is a VR game in developed in Unity in which the player has the ability to take their eye out of their head and see the world from a split perspective. This opens the door to a multitude of unique design scenarios and puzzles that are only possible through these mechanics.
This was already a pre-existing game created for the producer's honors that I was brought onto as systems designer and programmer after my work on Elemental Conquest. As such it was my role to go through the existing code and fix any bugs alongside implementing the additional features asked of us from our interview process such as a method that allowed players with only one eye to be able to play the game, which resulted in the Glasses Mode seen in the final game.
Given the one month timeframe for hothousing in DARE Academy, I had to work very closely with my team to ensure that development went as smoothly as possible. For example helping our audio designer by creating the dialogue system and implementing smaller audio assets such as opening and closing the cupboards that the player can interact with. I also assisted in level design near the end of the project to create additional sections of the game that helped to introduce mechanics such as the gravity shifting seen near the end.
My experience working with VFX and game feel on other projects was also used on this project to add additional effects to interactions such as muzzle flashes and explosions when firing the gun, scan effects when enabling cybervision and materialisation effects when recalling the eye and gun.
As this was a team project we also had to extensivley use GitHub in order to keep on top of our version control to ensure that there was no overlaps or conflicts in each other's work.
Gameplay Trailer & Screenshots

Example of Eyeball Mode in regular gameplay. 

The left side is what the player's left eye sees and the right side is what the player's right eye sees.

Example of Glasses Mode in gameplay.

Both eyes see the same thing but the player has to use the physical motion of putting on and off a pair of glasses to toggle their view.

Example of the player throwing the eye into a separate room to get the password to proceed.

Example of the player shooting the eye to the ceiling to see an oncoming enemy.

Example of the materialisation effect when recalling the gun.

Example of using Cybervision in order to reveal a hidden path.

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