Giovanni Valera-Campos
Bermuda Triangle: Depths
“Bermuda Triangle: Depths” is a 4D, VR-centric experience in which players step into the shoes of the captain of a small submarine. Their goal? Find long-lost treasure located deep in the Bermuda Triangle, a small but dangerous sect of the Atlantic Ocean just off the coast of the northeast United States.
In their travels, players will encounter sunken vessels like ships and planes. Sea life is sparse; it seems even the animals know that this place is easy to get lost in. But most frightening of all are the deep, dark caves the player must traverse to locate the treasure. Along the way, the player’s submarine will be damaged by the surroundings; it’s solely up to them to repair their submarine to keep everything up and running.
Throughout this experience, players are presented with different challenges depending on the impact on the submarine. The experience is primarily comprised of VR-based minigames, but the player is also provided with external hardware—the Sensel Morph Pad and an extra Vive Tracker—to add variety to each challenge they confront.
-
The Sensel Morph Pad functions as both an in-game and real-life pad that the player can tap on to move the claw outside of their submarine to acquire the treasure.
-
The Vive Tracker is attached to an external object that the player can handle and use as a tool in-game.
-
The Kore-FX vest is used as an immersion enhancer and vibrates in response to sounds such as the submarine’s various alarms and the impacts of the sub.
This experience provides players a chance to engage underwater… at their own risk.
Bermuda Triangle: Depths Trailer
Role: Gameplay/UX Design & Programming
In this project, I collaborated with 12 other team members. We efficiently divided the workload based on our individual strengths. I assumed the role as Gameplay/UX Design & Programming, focusing how the game will be played and helping with the programming of the mechanics. I focused more in helping others in programming if they needed help but also programming how the player progresses through the level. In Gameplay I help to organized which task will be needed to be done first in order to progress though the level. Behind the scenes, I provided additional support to my other team members if they needed help but also to help keep the team in track with the work that needed to be done.