Players experience the deep and scary
atmosphere of FNAF: Help Wanted
with the amazing functionality of PS VR2
Unified the flat
and VR versions of the game
Developed the haptic functionality
for the VR headgear
here are some solutions we’re
especially proud of
A team of UE programmers, render developers, technical artists, QA engineers, sound engineers, game designers, and 3D artists brought this fantastic game to PS VR2. Here are some challenges they faced:
Develop a flat version game mode to enable remote development for the team.
– research the required documentation by Epic Games and Sony
– develop the platform-dependent build launching logic
– produce the VR functionality activation only if the VR helmet is plugged in and activated
Develop the haptic feedback functionality for the PS VR2 helmet.
– develop and test the UI scheme to access the haptic methods from the blueprints
– develop and implement the haptic feedback functionality
The result: the player feels the animatronic’s teeth via helmet while suffering a bite
Develop the game mode (flat vs VR) switching functionality.
– develop the settings for both flat and VR game modes
– fine-tune the DeviceProfileSelector functionality
– implement the game mode switching mechanics
– adapt the feature to the TRC requirements
Invisible virtual hands in the start menu on the shipping build
– apply the workaround fix to allow the QA team to continue working
– add another temporary workaround that reboots the level
– detect the multiple instances for the VR controllers tracking instance – done via code for test builds and via blueprints for dev builds
– correct the code and blueprints components architecture for it to select a single pair of controllers
Optimize the localization functionality.
– refactor and optimize the existing localization functionality
– optimize the number of used localization phrases from ~1500 to ~900
– fine-tune and utilize the localization for the original game and DLCs
Incorrect reflection of the splash screen with logos (only correct on the left eye).
– redesigning the existing splash screen and its reflecting functionality
– fine-tune this functionality for correct reflection both in the helmet and on the monitor