Neko Sushi

Neko Sushi is a light-hearted VR sushi making adventure featuring comprehensive Quest 2 hand-tracking interactions. This experience was designed to showcase a satisfying new way to learn about traditional Japanese tools and techniques for crafting sushi. It offers a humorous storyline with custom-made characters, environments, animations, and more!

Neko Sushi is a light-hearted VR sushi making adventure featuring comprehensive Quest 2 hand-tracking interactions. This experience was designed to showcase a satisfying new way to learn about traditional Japanese tools and techniques for crafting sushi. It offers a humorous storyline with custom-made characters, environments, animations, and more!

🏆 - Recipient of Vancouver Film School's "Best Grad Project"  award (2023).

Role

Creator | Designer | Developer

Date

August 18, 2023

Client

Personal Project

Project Aim + Goals

The aim of this VR experience is to provide users with an engaging and entertaining way to learn about traditional Japanese tools and techniques for sushi-making while enjoying a light-hearted and humorous storyline. Utilizing Quest 2 hand tracking, users will interact with custom-designed hand tracking events and slicing mechanics, immersing themselves in a stylistic and visually pleasing environment. Through 3D assets and custom animations, users will go through five handcrafted "stages," participating in two sushi-making lessons that involve slicing fish for nigiri and forming and presenting nigiri. The project's pillars are centered around accurate hand-tracking interactions, a light-hearted tone, an educational experience about Japanese sushi-making, and captivating aesthetics.

Highlights:

Gameplay

  • ✔️ Light-hearted + humorous storyline
  • ✔️ 5 handcrafted stages
  • ✔️ 2 sushi making lessons

User Experience Design

  • ✔️ Quest 2 hand tracking interactions
  • ✔️ Custom hand tracking events
  • ✔️ Custom slicing mechanics
  • ✔️ Video lesson UI created with in-game video recordings

3D Asset Creation

  • ✔️ Custom 3D models created in Maya + Blender
  • ✔️ Handmade stylistic environments
  • ✔️ Custom rigged and animated characters
  • ✔️ Custom UI Panels with embedded video instruction

Early Challenges:

During the early stages of the project, I initially set out to create a VR chemistry education app. However, as I delved deeper into the subject matter, I realized that the complexity of the content might hinder my ability to deliver a truly immersive and educational experience. Recognizing the importance of focusing on my strengths as a developer, I made the bold decision to pivot the project concept.

Inspired by my passion for Japanese cuisine and my background in the culinary arts, I reimagined the project and embarked on the creation of Neko Sushi. Leveraging my expertise in Japanese culinary techniques, I knew that this project would allow me to showcase my development skills while also tapping into my second-nature knowledge of the culinary world.

Admittedly, this pivot resulted in a late start for the new project concept. However, I quickly adapted to the situation by prioritizing essential elements and optimizing my development process. This adaptive approach allowed me to make the most of the available time and resources, ensuring that the new project would be a true reflection of my abilities as a developer and my passion for Japanese cuisine.

Moments of Breakthrough:

Shaders + Setting the Tone

Building custom shaders to define the project's visual style was a pivotal moment. Creating a stylized water shader and cel shader similar to popular games like the new Zelda titles set the tone for Neko Sushi. As the project evolved, the consistent visual style emerged as one of the defining aspects of the project.

The First Slice

Building out one of the core mechanics of the game marked a significant milestone in the development process. I recognized the importance of this mechanic in validating the project's potential and keeping the motivation high. Even during early prototypes, the slicing mechanic proved to be incredibly engaging.

Character Creation

Creating the two main characters featured in the game was a significant step in development. They had a crucial role in driving the story and I dedicated a lot of attention to their design. This phase also allowed me to take a creative break from coding in Unity.

Animation

I quickly dove into the realm of rigging and animation using Blender and Unity. Being that learning Animation was one of my personal goals for this project, I was determined to incorporate this skill. I also introduced a clever material swapping animation technique to animate the eyes and mouths, achieving an anime-style look. This style seamlessly blended with the game's overall visuals.

Iterations + Improvements:

The Refined Slice

After the first round of user testing, I realized that the slicing, although functional, needed some work to truly have that satisfying feeling. I reworked it so that only as players move the knife downwards along a predefined angle threshold, it detects and interacts with sliceable objects. The mechanic intelligently switches the knife's layer based on the slicing action, ensuring seamless transitions between slicing and normal behavior. The newly sliced objects go through a routine that sets them up with all the necessary components enabling them to interact naturally with the game environment. The final touch incorporated a brief cooldown, preventing players from performing consecutive slices unintentionally.

Level Design

Introducing the new restaurant design was a decision aimed at creating a more natural integration with the exterior environment. Early versions of the interior felt somewhat closed off, limiting the player's ability to enjoy the outside surroundings. Despite my initial attachment to the previous design, I recognized the value of enhancing the overall experience by making this change. Incorporating the new restaurant design proved to be time-consuming, but it was undoubtedly worthwhile. The blend between the interior and exterior environments adds depth to the virtual world, creating a more captivating journey for users.

Reflections:

The development of this VR experience taught me valuable lessons about creating immersive hand-tracking interactions that feel natural and intuitive to users. I learned the importance of user testing and iteration to refine gameplay mechanics and ensure a seamless user experience. Additionally, working with Quest 2 hand tracking introduced me to new challenges and possibilities, encouraging me to explore innovative ways of integrating this technology into future projects.

Admittedly the late start to the project impacted the development timeline, making it more challenging to incorporate certain features I initially planned. However, moving forward better time management and planning would be something to improve upon for future projects to avoid such delays.