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WILLIAM STEAD

Audio Haptic Feedback

This mechanic highlights audio and haptic feedback. A missing bracket causes pipes to knock together, and the user must locate the issue by feeling around the pipes and interpreting the haptic feedback from the controller. The vibration strength varies with proximity to the problem, making in-person experience with a controller crucial for sensing these variations accurately.

Auditory feedback is influenced by sound dampening when touching the affected area, aiding in problem identification. For optimal results, this demo is best experienced in person with a controller to appreciate the haptic responses fully. Additionally, the mechanic supports both rhythmic and random vibration patterns based on situational needs.

Handheld Tool Interaction

This mechanic demonstrates incremental steps using various tools to achieve the desired outcome. In this scenario, the user first uses a screwdriver to lever off the protective cap, then employs a specialized tool to raise the bollard.

Physics-Based Repositioning

This mechanic uses physics to simulate the experience of lifting a heavy object into position. Once the object is raised, the user must hold it steady until it locks into place, allowing progression to the next step of the lesson.

Crouch Anchor Teleportation

This mechanic addresses potential issues with sub-floor level elements. The user teleports to an anchor point and is automatically crouched to access areas below the floor level of their current environment. A transparent figure is displayed to indicate the crouching position, and a tunnel vignette effect is used to minimize motion sickness.

Point & Select

This mechanic enables users to identify elements and trigger animations from a distance. By holding the trigger button on the controller, the user's hand changes to a pointing animation with a laser emerging from the fingertip. To confirm their selection, the user presses the grip trigger to activate the item.

Inventory System: Hula Hoop

This mechanic demonstrates various inventory systems within an environment. It features a ring around the user's waist that stores held items for later use. By pressing the trigger buttons on the controllers, the items rotate incrementally, providing additional storage slots and displaying their names for easier identification.

Inventory System: Backpack

This mechanic demonstrates various inventory systems within an environment. It features a removable backpack that visually shrinks the held item and displays its name. The user can then reposition the backpack onto their back to free up both hands.

Due to the nature of my current employment and strict NDA agreements, I am unable to showcase most of my recent work. Instead, I’m providing examples of my development skills through technical demonstrations. These demos were used to present progress to clients, gather feedback on game mechanics, and ensure alignment with key learning objectives and user engagement.

All mechanics demonstrated I developed for VR lessons created for the Ministry of Defence.

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