Assassin’s Creed VR: New World is a conceptual port of the pre-Origins Assassin’s Creed gameplay into virtual reality. This project, developed as a university capstone, explores the UX/UI challenges of adapting the franchise’s signature mechanics—stealth, combat, and parkour—to an immersive VR environment.
Design Focus
In this VR game, players would experience the core elements of Assassin's Creed, including stealth, combat, and parkour. The design would allow players to crouch and hide behind objects, engage in combat with time-slowing mechanics, and move freely around rooftops, just like in the original games. The main goal was to make the game immersive and realistic, so players would feel like they were really part of the action.
VR Experience and Challenges
A key part of the design was making sure the game worked well in VR. One challenge with VR games is that fast movements can make some players feel dizzy or sick. To solve this, I researched ways to reduce discomfort while still keeping the game fun and exciting. This included looking at how other VR games handle movement and health effects.
Research-Driven Design
To address the challenges of VR locomotion, interaction, and adverse health effects, this project incorporates findings from academic sources. Key areas of focus include:
Motion sickness mitigation through controlled movement.
Visual-motor recalibration for parkour mechanics.
Reducing latency for responsive combat.
Outcome
This project was part of my university capstone, and while it wasn’t made into a fully developed game, the design ideas and concepts are there. It shows how Assassin's Creed could be adapted for a new VR experience.