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  • Designing A Thrilling Arcade Experience For VR

    - Vincent Trinel

  • The Design

    Victory condition & progression system

    In Quash, there aren't any real conditions for defeat. We needed to avoid "traditional Game Over" to let the player complete a level even if he didn't play well. We didn't want to break the flow of a game. We wanted the player to progress at their own pace.

    To achieve this, we included a scoring and achievement system that evaluates the performance of players throughout a level. The achievements reward the player with stars which are the currency needed to unlock levels in the single player campaign. With these systems, we can shape and balance the player's progress based on their performance without punishing them while playing a level. We trust the player to know whether or not they are playing well during a game.

    A ton of bricks!

    There's already a lot of VR racket games on Steam. Some of them have a concept close to Quash's. However, none of these games push their design around the feeling of fun you get when you crush something. VR is a powerful technology for conveying these kinds of feelings that are rarely reproduced in the real world. (because it's obviously dangerous, and no one wants to blow up their own stuff)

    We decided to put a lot of bricks on the wall to increase the pleasure the player can get by destroying many bricks. We had to find the right balance to display a lot of bricks without having readability or even performance issues. But putting a lot of bricks in the wall creates another obvious problem: It's harder to hit a small brick than a big one.

    This is why we created the explosion mechanic.

    The ball itself doesn't break the bricks. It is the explosion the ball creates when it hits the wall that destroys them. This mechanic allows the player to easily hit several bricks and doesn't require a lot of accuracy. It makes the game easier, more accessible and improves the feeling of pleasure felt when destroying bricks.

    When the ball hits a brick or the front wall, a circle is generated (the explosion) and all bricks inside a radius starting from the impact point are detected

    Then, all detected bricks are destroyed.

    This mechanic requires less accuracy from the player and let them easily perform spectacular destruction


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