Ali Hafez/Projects/

The Summit VR

2018 - 2020



The Summit VR is a Virtual Reality exploration, adventure, and survival game prototype I worked on in my free time toward the end of high school. In it, the player could explore infinite, beautiful, procedurally generated worlds, all while surviving the environment and fending for themself in the wilderness.




I ran into a lot of problems. Some of them led to a lot of trees.

I was starting my sophomore in high school when I decided to spend my free time making a game. Without any game development experience and very little on the programming end, I made the wise decision to start by building a VR game in Unreal Engine, solo.
And while I wish I'd started the project with a smaller scope and been smarter about decisions I made, I don't regret it; I learned so much, and I wouldn't be the person I am today without this project.
That being said, development wasn't easy. And I ran into problem after problem after problem, but I pushed through.

Environment and Level Design

Environment design was highly centered around procedural generation. This picture shows off biome blending, a feature that took a long time to implement, and never actually was fully finished; I generated biomes using a Voronoi diagram, because I wanted their sizes and types to vary randomly. In most (if not all) procedurally generated biomes, an extra layer of noise is added to indicate temperature, another for aridity, so high aridity low temperature environments would be tundra, and low aridity low temperature environments would be mountains, et cetera. I wanted deserts to be next to mountains, so I tried something different; blending a Voronoi diagram with several colors was incredibly difficult to do, though, at the border between more than two different biomes.


Biome blending.

Mechanics

Mechanically, the game was inspired a lot by the genre of survival games. More importantly, though, I made sure everything was diegetic; there were no menus, no UI, the only thing close to it was this tablet you could obtain with a mini-map of your surrounding area, and heart and drumstick models under your wrist to display your health. I wanted to make the game as immersive as possible. As you can imagine, this caused some hiccups (which are clear in the picture). I solved some of them; this was actually mid-implementation of my tree-chopping solution, in which I transitioned from chunks of the tree trunk model to a basic, primitive, and standard log "item" that you can see in the picture.


Tree chopping.

Modeling & Animation

Working alone, I had to do every aspect of the game's development by myself, and this included asset generation. I watched some tutorials, used references, and created every model you see in the game (with the exception of the hands): some of them ended up getting rigged and animated, like this one, a deer.


Deer in Blender; modeled, rigged, & animated by me.

Virtual Reality

The game was engineered for VR first and foremost; I kept things generally robust in case I wanted to port to a desktop version, but it was important to me for things to be diegetic and immersive.


The hand-held axe, which would break after a few uses. You gotta swing it like a real axe!

Procedural Generation

Procedural generation was the largest part of this project, and my biggest time investment; not because it was difficult, but because it was really, really fun. It was so gratifying starting with a randomly offset plane mesh and shifting it from that to making mountains, different biomes, and eventually even multithreaded terrain generation on an infinite scale.


I have so many pictures of the gorgeous landscapes I could generate just from some code I wrote...