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Team 2-1 VRDD (VR Design Document)

1. Title & basic info

horizonTitle: 

Beyond the Horizon

Team members: 

Jayson Tram (project manager, programmer)

Yuan Xiao (modeller, multi-purpose worker)

Angela Lee (Visual designer)

 

Length:

10 minutes for now

Intended audience: 

Young adults that are over 20, preferably someone who recently experienced loss

2. Razor

Our VR experience will create new perspectives of hope and connections, by immersing the user into the role of a man who has lost someone dear.

3. Slogan

Embrace your past, find your way - take a step into the current day.

4. Vision statement & top level summary of your project idea 

Step into a deeply immersive VR narrative in Beyond the Horizon, where every choice and interaction shapes a personal journey of loss, connection, and healing. After a tragic accident that takes the life of his best friend, the protagonist falls into grief and isolation. One day, he receives a phone call from his mother—not a direct order, but a gentle nudge, a reminder that life still moves forward. Encouraged by her words, he steps outside for the first time in weeks, and he goes to  an animal shelter or street, where he meets a dog that changes everything.

Through interactive storytelling, gaze-based mechanics, and dynamic environmental changes, players will forge an emotional bond with their new companion. Beyond the Horizon is not just a story—it is an embodied experience of resilience and love, culminating in a powerful transformation as the protagonist finds the strength to move forward, learning that healing often comes in unexpected forms.


 

5. Project Goals & Desired User Experience

Project Goals:

Beyond the Horizon’s goal is to take players on an emotional journey of loss, connection, and healing through an immersive virtual reality experience. Players will take on the role of a protagonist struggling with grief after the death of a close friend in a car crash. As they navigate through sorrow, they will form a deep emotional connection with a newly adopted dog, an unexpected yet powerful source of healing.

  • Guide the player through an emotional arc of sorrow, hope, and eventual growth, using visual and sound design to deeply immerse them in the protagonist’s experience.

  • Provide interactive choices and explorations that allow the player to feel agency over their journey, such as deciding how to interact with the dog or when to venture outside.

  • Use dynamic environmental storytelling—such as changes in lighting, weather, and furniture organization—to visually represent the protagonist’s mental state.

 

Target Audience:

Young adults of all genders, no prior VR experiences needed, preferably interested in emotional experiences related to personal connections and bonds

 

Desired User Experience:

We want players to feel the emotional weight of grief, hope, and healing as they progress through Beyond the Horizon.

  • Beginning: Players start in a dim, cluttered room, mirroring the protagonist’s depression. The phone call from his mother is subtle, not an outright command, but a small push to go outside.

  • Mid-Game: Players interact with the dog in small ways—choosing to pet it, feed it, take it for a walk—all of which contribute to the protagonist’s emotional healing.

  • Ending: The game culminates in a symbolic moment where the protagonist stands in a sunlit park, watching his dog play, finally feeling a sense of acceptance and renewal.

By the end, users should feel a renewed perspective on grief, realizing that healing doesn’t mean erase loss or the past, but rather allows one to move forward with love and new ways.

After the experience, users should leave with a renewed perspective on healing and connection, feeling inspired to embrace change and cherish their relationships, and ultimately growth and release.

VR's unique affordances will create a strong sense of presence, immersing players in this touching storytelling journey as they explore and interact throughout the game.

 

Impact and Transformation:

We believe Beyond the Horizon can change how players perceive grief and emotional healing. It can influence players' views on emotion, helping them find the motivation to move forward in the face of loss, and fosters empathy and a deeper understanding of the transformative power of connection. By placing the user in the shoes of the protagonist, it creates a space for reflection on how individuals deal with grief and find hope in new relationships.

We will measure impact through pre- and post-experience surveys, focusing on emotional resonance, empathy, and shifts in users' perspectives on topics of grief and connection. Additionally, engagement metrics such as time spent in key scenes, interactions with meaningful objects, and Analyze gaze behavior, observing how players engage with emotionally significant objects (e.g., the protagonist’s late friend’s belongings, the dog).

 

Team Motivation:

After discussing with each other, we found out that we are passionate about the theme of redemption,  mental issues, and prefer a wholesome story with happy ending. Each of our media inspirations share similar themes of loss and hope, themes we care deeply about, so we decided to make a project that has all these elements.

Relation to course design challenge:
The core design challenge in this course centers on harnessing the transformative potential of virtual reality to create meaningful user experiences. Beyond the Horizon  addresses this by immersing users in an emotive journey of grief, healing, and personal growth.

  • Transformative Potential: Through the embodied perspective and multisensory cues in VR, players not only witness the protagonist’s emotional arc but also actively participate in it. This fosters deeper empathy and encourages self-reflection on themes such as loss, hope, and reconnection.

  • Emotional Engagement: Our mechanics (e.g., rescuing the dog, exploring symbolic items) are built to evoke strong emotional responses, demonstrating how VR can move beyond entertainment to facilitate personal reflection or catharsis.

6. Design & Implementation

Core Mechanics:

Navigation: First-person movement, player uses controller to walk and look around, as well as interacting with objects in front of them.

Interactions: Players interact with key objects (photo, swim tube, mirror) that trigger memories, reflections, and emotional insights.

Character Interaction: The dog will respond to player actions—feeding, petting, and calling it over—deepening the bond and driving emotional progression.

Pivotal Actions: The climax requires players to overcome fear and rescue the dog, symbolizing emotional growth.

 

Visual Style & Aesthetics:

Visual Style: Semi-realistic with a focus on soft lighting, muted colors, and atmospheric depth to create a dreamlike yet grounded experience.

Visual references: something similar to this, but instead of a young protagonist its a depressed dude in maybe 30s.

Mood: A balance of melancholy and warmth, the world will feel lonely at first but become more vibrant as the protagonist heals.

Sound Design:

We will keep music to a minimum (if at all) throughout most of the story, and only make music apparent in the final scene, using a peaceful and hopeful track. It will add to the impact of opening up and realizing the new hope.

  • Gentle wind, rustling leaves, and distant waves to set the mood.

  • The dog’s breathing, footsteps, and occasional barks to reinforce presence and connection

Voiceovers: Minimal but impactful, internal monologues and the mother’s phone call will guide the player’s emotional journey.

Rescue Scene Audio: Dramatic shift in sound design—heartbeat thumping, muffled underwater sounds—to heighten emotional tension.

 

Technical Implementation:

Designed for Meta Quest 2

We will be using Unity to create the experience, and blender for any custom made assets.

Only one of us can get VR working on our personal computers, so we will have to work efficiently.

Need to get controller

We don't have a picture but our physical setup looks something like this

7. Iterative Development & User Testing

Agile Development Process:

Kanban would likely be the best agile approach, with some elements of Scrum to keep development structured but flexible

1. Task Breakdown & Workflow (Kanban Board Approach)

  • Use Trello to create a Kanban board with columns like:

    • Backlog (ideas, unassigned tasks)

    • To Do (ready for development)

    • In Progress (currently being worked on)

    • Review/Testing (awaiting feedback, playtesting)

    • Done (completed and integrated)

  • Each team member picks tasks based on their skills (e.g., 3D modeling, programming, concept art).

2. Prioritizing Features (MoSCoW Method)

  • Must-have: Core mechanics (VR interactions, navigation, main assets)

  • Should-have: Secondary mechanics (polishing animations, extra models)

  • Could-have: Extra visual effects, minor environmental details

  • Won’t-have (for now): Non-essential mechanics that may be revisited later

3. Feedback & Iteration (Scrum-Lite Approach)

  • Weekly check-ins: Short meetings (in person or online) to review progress, adjust priorities, and remove blockers.

  • User testing every 2-3 weeks: Gather feedback early by having others try the VR experience and report usability issues.

  • End-of-cycle review: Assess what worked, adjust the pipeline, and iterate.

 

User Testing Plan, Goals and Outcomes, and Critique/Feedback analysis:

1. Goals, Questions, and Hypotheses

Goals:

  • Validate whether the emotional theme of healing is effectively conveyed through interaction with the dog

  • Assess the intuitiveness and comfort of user interactions in VR

  • Identify any usability or motion sickness issues

  • Evaluate the narrative impact and player engagement

 

Questions:

  • Does the environmental design successfully evoke emotional transitions (e.g., from depression to hope)?

  • Are movement and interaction mechanics intuitive and comfortable?

  • Do users form a meaningful emotional connection with the dog character?

  • Are there any discomfort issues, such as motion sickness?

  • Is the story effectively communicated without heavy use of text or narration?

 

Hypotheses:

  • H1: Players will develop a strong emotional bond with the dog through responsive interactions and animations

  • H2: Lighting and color shifts will effectively create immersive emotional environments

  • H3: Players will understand how to interact with objects and characters without explicit tutorials

  • H4: Movement mechanics may cause minor discomfort if not optimized

  • H5: The presence of the dog will enhance the player's emotional comfort and immersion

2. Methods

User Testing Approach:

  • Iteration 1: Basic Interaction Testing

    • Task: Users will navigate the environment, interact with the dog (e.g., petting, following commands), and complete simple tasks.

    • Observations: Ease of interaction, player engagement, any confusion or frustration.

    • Questions (Post-Test): What felt intuitive? What was confusing? Did you feel connected to the dog? Do you feel this is a transformative experience for better mentality?

  • Iteration 2: Emotional & Narrative Testing

    • Task: Users will complete a short guided sequence where the dog reacts to their actions.

    • Observations: Emotional responses, level of engagement with the story elements.

    • Questions: How did the experience make you feel? What moments stood out emotionally?

  • Iteration 3: Showcase-Ready Testing

    • Task: Users will experience the near-final version with improved interactions, refined visuals, and adjusted mechanics.

    • Observations: Any remaining usability issues, motion sickness, overall user satisfaction.

    • Questions: Did anything feel unnatural? How was your overall comfort level? Would you play this again?

 

3. Results

Iteration 1 Findings:

  • Confirmed Hypotheses: Users intuitively interacted with the dog, and the movement system was mostly well-received.

  • Challenges: Some struggled with object interaction due to unclear affordances.

  • Next Steps: Improve visual and auditory feedback for interactions, adjust locomotion settings for smoother movement.

Iteration 2 Findings:

  • Confirmed Hypotheses: Players felt emotionally engaged with the dog when it reacted dynamically.

  • Challenges: Some users desired more guidance to understand their objectives.

  • Next Steps: Introduce subtle environmental cues and animations to guide players organically.

Iteration 3 Findings:

  • Confirmed Hypotheses: Users found the experience immersive, and most motion sickness concerns were resolved.

  • Challenges: Some testers suggested additional animations for the dog to enhance realism.

  • Next Steps: Final refinements to animations, additional sound design for emotional depth.

 

4. Meta-Reflection & Insights

  • Surprises: Users were more receptive to environmental storytelling than anticipated, requiring fewer explicit instructions.

  • Challenges: Ensuring balance between player freedom and structured progression without breaking immersion.

  • Unexpected Findings: Some users preferred slower movement speeds, associating it with a more meditative experience.

  • Key Takeaways:

    • The emotional bond with the dog is a major strength—lean further into this by refining animations and reactions.

    • Fine-tuning interaction mechanics is crucial to maintaining immersion and preventing frustration.

    • Iterative user testing is invaluable for catching subtle design flaws that might otherwise go unnoticed.

 

Future Improvements:

  • Introduce additional interaction animations for the dog to increase its expressiveness.

  • Further refine locomotion mechanics to maximize user comfort.

  • Conduct one last mini-test before the final showcase to verify final adjustments.

Immerstant name: Junniel Abeto

Date: week 11 lab

Photo(s)/screenshots of VR prototype 

No screenshot

(c) Results: 



 




(d) Meta-reflection, insights, and key changes/revisions after user testing/feedback (based on above observations & reflection):

We adjusted the lighting and curtains to fix the overly cozy room. We also replaced the water asset to fix a critical one-eye rendering issue. These changes improved the mood and visual consistency.

Immerstant name: Eason Zhang

Date: week 11 lab

Photo(s)/screenshots of VR prototype 

No screenshot

(c) Results: 

 





 



(d) Meta-reflection, insights, and key changes/revisions after user testing/feedback (based on above observations & reflection):

The testing sessions make it clear that more content needs to be added. The intent of the experience is not yet clear at this point.

Immerstant name: Ethan

Date: Showcase 

Photo(s)/screenshots of VR prototype 

No screenshot

(c) Results: 

 

 

 

 

(d) Meta-reflection, insights, and key changes/revisions after user testing/feedback (based on above observations & reflection):

If we can add some expressions or physical details of the dog, it will make the emotion deeper.

Immerstant name: Ray

Date: Showcase 

Photo(s)/screenshots of VR prototype 

No screenshot

(c) Results: 

 

 

 

 

 

 

 

 

 




 

(d) Meta-reflection, insights, and key changes/revisions after user testing/feedback (based on above observations & reflection):

Add hints of interactive objects in the room to guide the player without breaking the immersion.

Immerstant name: Grace

Date: Showcase 

Photo(s)/screenshots of VR prototype 

No screenshot

(c) Results: 
 

 

 

 

 

 

 

 

 

 

 

 


 

(d) Meta-reflection, insights, and key changes/revisions after user testing/feedback (based on above observations & reflection):

Trying adding a level of interdependence between the player and the dog

Try adding more objects to the environment that represent memories, and guide the player to collect or observe them to complete the character's background

Immerstant name: Unknown #1

Date: Showcase 

Photo(s)/screenshots of VR prototype 

No screenshot

(c) Results: 

 

 

​​​(d) Meta-reflection, insights, and key changes/revisions after user testing/feedback (based on above observations & reflection):

Make the game more smooth

Immerstant name: Unknown #2

Date: Showcase 

Photo(s)/screenshots of VR prototype 

No screenshot

(c) Results:

 

 

 

 



 

(d) Meta-reflection, insights, and key changes/revisions after user testing/feedback (based on above observations & reflection):

Add animations of the dog's reaction to the player's approach/button trigger, such as "back", "tail wagging", "jumping", etc., to strengthen the emotional connection between the player and the dog.

Immerstant name: Unknown #3

Date: Showcase 

Photo(s)/screenshots of VR prototype 

No screenshot

(c) Results: 

 

 

 

 

 

 

 

 

 




 

(d) Meta-reflection, insights, and key changes/revisions after user testing/feedback (based on above observations & reflection):

Enhanced ambient sound, the different sounds of footsteps on the floor and grass

 

 

8. Inspiration & Theoretical Foundations

Inspirational Projects:

Ultraman Rising

Compelling Elements: The immersive storytelling in Ultraman Rising intertwines personal struggles with themes of duty and redemption. The protagonist's emotional journey is both intimate and universal, highlighting their responsibilities toward others in the face of personal loss.

Influence: This inspires Beyond the Horizon to explore themes of personal grief and reconnection through meaningful character interactions. The way Ultraman Rising integrates exploration with emotional stakes influences the design of our VR world, encouraging players to immerse themselves in the protagonist’s journey.

 

The Last of Us

Compelling Elements: The relationship between Joel and Ellie demonstrates the power of gradual trust and emotional depth in storytelling. The game excels in environmental storytelling and creating moments of profound connection amidst adversity.

Influence: The evolving relationship in Beyond the Horizon between the protagonist and the daughter echoes Joel and Ellie’s dynamic. The Last of Us also inspires Beyond the Horizon’s use of environmental design to reflect the protagonist’s emotional state and key narrative moments.

 

Fate/Zero

Compelling Elements: The relationship between Kiritsugu and Shirou highlights the powerful theme of a father passing on his legacy to his son. This transfer of ideals, responsibilities, and hope creates an emotional throughline that resonates deeply.

Influence: This inspires Beyond the Horizon’s core narrative, where the protagonist takes on the responsibility of raising their friend’s daughter, symbolizing the passing of values, care, and love. The themes of duty and legacy mirror the emotional stakes present in Fate/Zero.

 

Omori

Compelling Elements: The exploration of mental health, grief, and healing in Omori is presented through surreal, interactive environments that draw players into the protagonist’s psyche. The contrast between whimsical visuals and heavy themes creates a unique emotional resonance.

Influence: Omori inspires the emotional tone of Beyond the Horizon, blending moments of quiet beauty with the protagonist’s struggles and recovery. Its focus on personal reflection and intimate interactions shapes the design of Beyond the Horizon’s narrative and gameplay.

 

Manchester by the Sea

Compelling Elements: The film’s portrayal of Lee Chandler’s quiet but overwhelming grief, particularly in scenes like his confrontation with his ex-wife or his struggle to parent his nephew, captures the weight of irreversible loss. Its use of sparse dialogue and everyday interactions grounds the emotional intensity, making the pain feel real. 

Influence: Manchester by the Sea inspires Beyond the Horizon through its focus on grief manifesting in mundane moments, such as a failed attempt to connect with others or a sudden flashback triggered by an object. These elements shape Beyond the Horizon’s approach to exploring the protagonist’s trauma and their evolving relationship with the daughter, focusing on small, meaningful interactions over overt drama.

 

Theoretical Frameworks:

Self-Other Overlap

This research suggests that individuals experiencing the illusion of body ownership increase their Bodily Resonance, like, they are able to feel more deeply the emotional state of another person when they see them experiencing emotion or pain. One of the goals of Beyond the Horizon is to help players come to terms with emotional changes by allowing them to gradually empathize with the protagonist or child in an immersive, interactive environment.


 

How to achieve project goals with the theory:

From the reading, the theory of induced body ownership talks about by feeling ownership over another body through multisensory cues like synchronous visuotactile stimulation, we can shift other’s attitudes, biases, and empathic responses. While we are at the ideation stage, we realised that it might be difficult to relate to a single dad given our age and limited life experience, but with VR technology, we can immerse the players in the protagonist’s point of view by reinforcing the user’s sense of presence and guiding them to internalize the protagonist’s journey of healing rather than passively observing it, further allow them to think and feel in the shoes of the protagonist instead of passively observing the story.

 

The theory guides our design decisions as in it made us realised we would need to put more efforts into the induced body ownership part for the player to really feel like they are playing as the protagonist instead of just watching a movie in first person view, for example we can control the camera and add sound effect to imitate the protagonist's emotional state like changes in heart rate or breathing patterns, and even create moments of intimate eye contact or gentle touch when interacting with the daughter for the player to really feel their relationship with the daughter is getting better.


 

9. Innovation, Relevance, and Impact

Innovation:

In Beyond the Horizon, the protagonist’s environment dynamically reflects their emotional state. Initially dark and cluttered, the space gradually brightens and becomes more orderly as the bond with the dog strengthens, symbolizing healing and progress. Players actively shape this transformation through direct interactions—petting, playing, and responding to the dog’s needs—triggering both environmental and emotional shifts. The protagonist’s dialogue and behavior also evolve based on these choices, making each journey uniquely personal.

Relevance & Meaningfulness:

Emotional Resonance: Many people experience grief and emotional numbness at some point in their lives. Beyond the Horizon provides a safe space for players to explore these emotions without judgment.

Emotional Release: Compared to traditional media, VR lets players experience healing firsthand, rather than just observing it. This active participation in recovery makes the emotional impact stronger.Potential for Therapeutic Use: The game could be useful for mental health professionals exploring VR therapy for patients struggling with grief, offering a gentle, interactive way to process emotions.

Selling Points:

Suitable for a wide audience: the game is suitable not only for gamers, but also for people interested in emotional stories. It can even be used as a mental relaxing experience, allowing players to play the game while watching it like a movie.

Social Value: Beyond the Horizon allows players to experience healing in the virtual world, an experience that may have a positive impact in real life, making players more willing to confront and resolve their emotional issues.

There is a cute dog.

10. Ethical Considerations

Some people have fear of dogs

  • Confirm if they have any kinds of dog related trauma before starting the experience, if they really cant stand dogs we will not let them do it (Talk with Jacob)

Feeling guilty when leave dog alone

  • We will ensure the environment and music provide positive emotions to convey a feeling of happiness rather than sadness.

  • We will also provide photos of the dog after the player leaves the VR booth, which act as mementos of the dog.

 

11. Multi-Layered Storyboard

Please provide an updated multi-layered storyboard  (based on this template)  that describes one complete run-through of your experience, including any pre- and post-VR interactions. Ensure your storyboard is sufficiently annotated to be self-explanatory.

Include all the different layers discussed in class, such as:

  • Scene: A brief description of what's happening in the scene.

  • Actions: What the user and any non-player characters (NPCs) are doing.

  • Environment: Description of the virtual environment, including key objects and features.

  • Audio: Description of any sound effects, music, or dialogue.

  • User Interface (UI): Description of any UI elements present in the scene.

  • Emotions: What emotions do you want the user to feel in this scene?

  • Goals: What are the user's goals in this scene? What do you want them to accomplish or understand?

Also, include your team's vision for the 'real world' setup (physical rig) of your project (include a sketch) and the 'virtual reality' space your project will create, and how the users enter and exit your immersive experience.

12. Equipment needs

Two Meta Quest 2  (provide ourselves - the one borrowed from library)

Two Poster and Seven Shelf (provided by teaching team)

Four Blankets and One swimming goggle (from walmart)

13. Conclusion & Next Steps

Core Goals

Beyond the Horizon is a VR experience designed to explore grief, healing, and hope. It immerses players in a journey where they fill an emotional void by forming new bonds, symbolized through their growing relationship with a dog. The goal is to create an interactive narrative that fosters emotional resilience and transformation.

 

Target Audience

This experience is aimed at young adults who have lingering thoughts of people in the past.

 

Intended Impact

The game encourages players to reflect on personal loss and the power of connection. By engaging with the dog, witnessing the changing world, and making choices that shape their journey, players experience a sense of renewal. The emotional arc aims to help players process grief and recognize the importance of forming new relationships.

 

Uniqure Elements

  • Charming Companion – A loyal dog that grows with the player, symbolizing healing and companionship.

  • Multi-Day Journey – The story unfolds over several days, deepening bonds and character growth.

  • Evolving Character Arc – The protagonist’s journey reflects themes of loss, renewal, and hope.

  • Stylized Visuals – A distinct art style enhances immersion and emotional connection.

  • Gaze-Based Mechanics – Intuitive interactions through movement and focus.

 

Next Steps & Future Directions:

Key  points:

  • High-level concept was strong but technical aspects needed to be fleshed out to be more transformative

  • Showcase participants were overall happy with how the experience, especially the ending

  • We wish we could have gotten more user testing, but it was difficult due to a low number of people in the lab, as well as technical issues.

 

Learning journey

Our team has learned a lot over the course of this semester. There were many design considerations we had to consider when creating our experience, and how the smallest things could make the biggest differences. For example, cybersickness became a very large component that we had to constantly think about, as things like frame rate and heavy unaligned movement could cause sickness. We learned how to code with chatgpt in a pAIring way as well, such as incorporating AI into idea creation and learn about how exactly can we achieve the specific effect we wanted. We learned how to prioritise tasks and split the work according to our strengths when there’s a lot of aspects to consider in a short deadline. Also, we had a lot of different ideas when we were planning out the projects and had some creative differences in how we wanted to go, but we figured out how to decide on how to proceed by voting since we have 3 people.

 

From the Week 12 Showcase
During our showcase, we gathered feedback from eight different testers (including Ethan, Ray, Grace, and several visitors). The main points were:

  • Enhanced Dog Interaction: Many users loved the dog’s role but desired more variety in its animations and ways to interact (petting, feeding, reacting to proximity).

  • Clearer Narrative Guidance: Some found the opening scene slightly confusing, unsure of next steps. Subtle prompts (visual or audio cues) would help maintain immersion while directing player actions.

  • Audio & Ambience: Participants suggested stronger environmental audio (e.g., river sounds, footsteps, background ambiance) to elevate immersion in key emotional scenes.

  • Emotional Pacing: The dog rescue scene had strong emotional potential; users wanted an even clearer build-up of tension (e.g., heartbeat, urgent instructions).

 

Future Directions

There is still much left to be done to make Beyond the Horizon a truly transformative experience. For starters, there is still a lack of content/interactions. Some scenes are clearly much more emphasized than others, when they should all be highlighted equally, and many users have informed us of the wish to interact with more objects and the dog. In terms of the narrative idea, we found that it works quite well, and so we believe that we mostly need to focus on the low-level aspects and the details.

IAT 445

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