TIME STALL

about the game

Originally shown as a press demo for the Oculus Quest at Oculus Connect 4, Time Stall was designed specifically to showcase room-scale standalone VR. In the full game, time is temporarily frozen aboard the ship when disaster strikes, allowing you to manipulate objects, divert projectiles and combine various objects… Whatever it takes to save the ship and her Captain from destruction!

project information

PLATFORM: OCULUS QUEST

ENGINE: UNREAL ENGINE 4

RELEASE DATE: AUG. 2019

RESPONSIBILITIES

  • prototyping
  • sYStems design
  • level design
  • guiding junior designers
  • and a lot more…

LEARNING ACHIEVEMENTS

  • Time Stall is the first game I truly worked on from the very start to the very end. While I may not have pitched the initial idea, I still had significant creative ownership over parts of the end product. I’m very happy that it was well-received. 
  • It was a fascinating experience to develop for top-of-the-line unreleased hardware, like the Oculus Quest. Especially early on, when developing the press demo, the hardware still shifted in its capabilities and input forcing us to think of creative solutions. 
  • I was the primary designer on the team, which meant that if the lead designer was not present, I was the one responsible for the design team. This also meant I had to guide the junior member(s) of the design team, which went well!
  • I learnt a lot more about performance optimization throughout the project, how I can efficiently structure my blueprinting work to be optimized, how to work with the hardware limits, all the common terminology when speaking about art budgets, and just generally how to avoid making an unoptimized mess.