Melody of Swords

As part of this task, together with Melan pectas a virtual reality prototype on the topic of synesthesia. The aim was to make synesthetic perception tangible by linking different sensory impressions in an immersive environment.

The prototype stages a duel in which steel meets sound rather than steel: every touch of the blades produces sounds from classical instruments, transforming the fight into an unpredictable composition||Against the backdrop of a destroyed, medieval-inspired battlefield, an atmospheric connection of movement, music, and visual impulses is created||The fixed position of the player character sets the tone, Rhythm and sound dynamics take center stage – the struggle becomes a performance.

On this page I give a selected insight into the project and deliberately show only a section of the entire development process.

Character design

Together we developed initial ideas between knights, ghosts and fantasy machines. As the character transforms as the game progresses, everyone has developed one of them. A shaman with animal elements was created for the Second Stage character, inspired by the Middle Ages, Celts and Picts. Tattered clothing, rune painting and symbolic details such as the „H“ for Hagalaz (Transformation) form the basis for the 3 D design.

Lowpoly

Muscles, clothing and details were much more elaborated.

VFX effects

A dynamic VFX effect was developed for the transformation of the character, which allows it to dissolve during the change. The color was deliberately chosen blue to convey magical energy, while the three following stages show the transition from full presence to invisibility.

Healthbar

The life bar shows the status of opponents and players: green for full life, orange to red with declining health. For the opponent she hovers above the head, for the player she hovers directly on the sword.

Environment

The game starts paused with the sword in the air. As soon as the sword is gripped, the battle begins; when released, the game pauses again. This gives the player control at all times and a moment for orientation.

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