The middle of nowhere
The middle of nowhere" is a VR game set in a world that feels familiar yet slightly disturbing. It was developed in parallel with a thesis that dealt with the question of gaze in video games. It is an experience designed for a VR headset. The only mechanic available to the players is to look around them. All elements of the decor that go out of view are permanantly removed, and each new space that appears is always different. This is an exploration game where one does not move. It is by our gaze that we scroll through the landscapes around us. The decor is composed sometimes of urban landscapes, sometimes of forests, but it remains as simple shapes on which we can project our stories and imagination.

These vivid colors and these generic spaces that may seem familiar contrast with the complete absence of life or human form. The purpose of this work is to work on the feeling of uncanniness. This feeling is reinforced by the sensation of always being lost, which can be triggered by the ever-changing environnement.

To enhance this VR experience, I've created a circular platform for players to stand on while gaming. This platform serves two purposes: it brings the visuals of the virtual world into reality and defines a game space that implies you're not meant to go walking around
This game was created using Unity. Its procedural generation system is based on the Wave Function Collapse (WFC) algorithm, which I modified to meet my needs