Peripheral Void is a first person puzzle game based on the concept of peripheral vision, drawing from games such as Portal and Antichamber. Objects in the game world behave differently depending on whether or not the player can see them. For example, a wall that blocks the player’s progress can be overcome by walking backwards through it as the wall will cease to exist when not looked at.
This project was made as a senior capstone project in a team of four and where I served as the main graphics programmer. Using DirectX and native C++ I was able to utilize various techniques such as shading, texturing, hardware instancing, and more to get acceptable performance in the project’s time-frame.
I was also able to, with another team member’s help, integrate the Oculus Rift into our game. To get the Oculus working on the rendering side, the entire scene needs to be rendered twice – Once for each eye. Due to this, performance was critical and I was pushed to my limited to get as much performance as I can.
This project was my favorite project to work on during my time at RIT. The team I was with were just as dedicated to the project and we were able to really work with cutting edge technology – After working with the Rift I can definitely say it is something I want to come back to for future projects.