EER - Emotionally Evoking Rooms

Play now!

Game Designer, Level Designer, Mechanics Designer, 3D Modeller, Programmer

OCAD University Project

Experimental, VR Controller

Unity, GitHub

October to December, 2021

My Role

EER is an immersive multiplayer VR experience meant to evoke different emotions in the player. There are four separate spaces to experience: Zen, Anger, Fear and Surprise 

EER was a collaborative VR project developed by a team of four, where each member contributed to the design of the interactives, themes, and overall aesthetic of the experience.

Trailer

https://www.youtube.com/watch?v=ciRlHf0c3cg&t=13s


Notable Features

  • VR

  • Multiplayer VR game

Game Play

  • My Responsiblites

    Designed and developed the Fear room in a multiplayer VR experience, focusing on atmosphere, emotional impact, and player immersion.

    Created the level layout, scripted events, and programmed interactive, grabbable objects for the Fear environment.

    Collaborated with a team of four to co-design the project’s interactives, themes, and overall aesthetic across all four emotional spaces.

    Supported team members by contributing to interaction design, visual cohesion, and experience consistency in the Zen, Anger, and Surprise rooms.

    Ensured that all emotional spaces maintained a unified style and quality through cross-room feedback, testing, and iteration.

  • What I've Learned

    Gained experience designing emotional experiences in VR, learning how sound, lighting, pacing, and interactives shape player feelings.

    Improved my technical skills in level scripting, interaction programming, and implementing VR-specific mechanics like grabbable objects.

    Learned how to balance individual ownership with team collaboration by contributing to multiple rooms while leading the Fear room.

    Deepened my understanding of cross-room cohesion—ensuring consistent aesthetics, interaction patterns, and experience quality across a multi-environment project.

    Strengthened my ability to iterate based on team feedback and playtesting to refine emotional impact and usability.

Previous
Previous

Grandma Babushka and the mystry of the Burnt Hut

Next
Next

Friends On Halloween