HVRE 2017 Dreams Interviews

The YT thumbnail for the group interview video


After HVRE “Dreams” was all but completed and published, we all sat down as a group and had our last monthly meeting (a month after the last milestone meeting).  The leader of HVRE wanted to interview each of us, during this time, and edit down the videos into succinct and entertaining monologues about our individual experiences for the past 5 months.

Being close to the leader (and also mentor at the time), and knowing a little about video editing, I took it upon myself to gather up all of the data we gathered that day, and take a couple of weeks to edit hours upon hours of video, injecting unique, yet consistent flavor in each of them.  After all was said and done, I had made a video for each of the core members of HVRE 2017, and also created a final compilation video, with the best parts of each specific one in it, which would be played at the RJD (RunJumpDev) monthly meeting that would take place afterwards.

I never really saw myself as a type of editor, but after years of playing around with editing software, and knowing how OCD I can be, perhaps it was destined to be a good fit, after all.  I hope to continue to do video editing in the future, and perhaps even dabble in After Effects and other pieces of software to create even better videos!

Please enjoy the playlist above; with the first video being the compilation interview mentioned.

SPAce (Dreams Version) Logo

The logo for SPAce (Dreams Version)

“SPAce” was the third and final game I helped work on for HVRE 2017’s collection of games known simply as “Dreams.”  Completely conceived from the ground up by my fiance (who also has been a member of HVRE as long as I have), she wanted to create something akin to her most favorite of video games: “Myst.”  Like most traditional point-and-click adventures, this was was going to include locomotion through various static points in the game.  For example, the game starts out in a hallway, but you are only allowed to look around (not move, just yet).  The only way to move forward is to solve a small puzzle to get into the actual spa area; and the rest of the game echoes this simple mechanic.

Taking my wife’s ideas (from her notes and drawings), I jumped into Maya and Photoshop and within just a couple of weeks, I had a working and somewhat functional white box prototype for viewing; and suffice to say, she was beyond ecstatic.  We had some other members of HVRE jump on board, seeming interested in this sort of game, and the end result is exactly (according to my fiance’s words) what she was wanting out of it.

Like with the other two games I worked on in 2017, we got to show this game off at two different art galleries and even a gaming convention.  During those events, compared to all of the other games in the project (both of my own and everyone else’s), this one seemed to garner the most attention, downloads, and smiles!  I loved working on a functional game with my fiance and love, and would surely enjoy doing it again (or even updating this version into an ever better one).

Sol Mates (Dreams Version) Logo

The logo for Sol Mates (Dreams Version)

“Sol Mates,” as mentioned in another post, was first conceived as part of a business plan that I would put into effect post graduation in 2017.  I wanted to make a small VR experience showcasing some lore and mechanics from the “Legends of Saviors” series I’ve been working on, and because of the opportunity with HVRE in 2017, I was able to create just that (and then some!).

The idea behind “Sol Mates” was to create a super surreal type of experience, that would both dazzle and even confuse the players, in a sort of curious way.  Even though the game went through major changes in the first couple of months, to eventually portray something a bit different that was originally intended, I feel the game came out stronger and even more unique and surprising.  Like with “Yenen’s Tale,” I was able to show off this game at two different art galleries, and it was even part of an interactive booth at Lexplay Gaming Convention ’17!

I can’t thank the fellow HVRE members that helped on this project enough, because I feel I wasn’t the strongest coder or artist back then (I was trying to focus on design and mechanics for this specific game), and was really needing some direction from others in the group.

Yenen’s Tale (Dreams Version) Logo

The logo for Yenen’s Tale (Dreams Version)

“Yenen’s Tale” was also conceived during my time at BCTC, and was meant as a modernized throwback to a game I had created on the Playstation 1 using RPG Maker.  It, too, was part of the “Legends of Saviors” series, and was the story of how three of the main Buntaiens meet each other on the planet Par’N, and some of the events that transpire form their meeting.  In this version (the “Dreams” version), Yenen can’t do nearly as much traveling, but the game does encompass a small part of the older version, the typical RPG forest to get lost in (and before you ask, it is not called “The Lost Forest” or some such Zelda reference, but might as well be, haha).

As one can see with this promotional logo, it is split between the forest and city scenes, giving potential players a sneak peek for what they might be in for.  As previously mentioned in an earlier post, HVRE 2017 was to eventually present at Lexplay Gaming Convention ’17, but I failed to mention we also got to present at two other events (a stark difference from last year’s event hostings – which was one, haha).  Both of the other events were two different art galleries, with two different themes, but apparently what we had created applied to both, and we were invited to attend and even host!  I got to show off “Yenen’s Tale” at both of the art galleries, but I did not feel it was “appropriate” for Lexplay, but it was still well-received at the other venues!

Final Milestone Meeting for Sol Mates (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

In the final monthly milestone meeting for HVRE’s 2017 project – “Dreams” – I showed off the last features and nuances we had added into “Sol Mates,” truly revealing the new vision we conjured up within the few months before this.  Lots of new sound effects and textures were added in, to give the game more flare and personality.  The planets now revolve in a better manner,each one with a different velocity and mass.  We also perfected the gameplay from just mindlessly absorbing souls, and added in a couple layers of small challenges to give it more depth.

Sadly, some major features that were planned on being added in didn’t make the cut before Lexplay Gaming Convention ’17 in Lexington, Kentucky started (of which we were to present there, eventually in the year).  One feature I’m still kind of sore about – but plan on going back to update it – is the fact we didn’t have the manpower and time to add in a enemy NPC model we had been working, and the AI and features that went with it.  We were, however, able to add in the colored model, placed far into the background of the game, as a sort of foreshadowing “Easter Egg,” of possible things to come.

Even though the game didn’t turn out at all what I had expected, it was good to have the challenge of having to start something completely from scratch, with a deadline hovering over one’s head, and make it even better than it was before.  I feel we possibly did that, and as I said before, I hope to keep updating the game when time allows!

Enjoy the video!

Milestone Meeting #3 for Sol Mates (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

I missed out on recording the second milestone meeting for “Sol Mates” in HVRE “Dreams,” but was able to pick it up the following monthly meeting.  Between the time of the first meeting and this one, I was able to finally get a cohesive feeling with the new mechanics we ended up adding in, and the new art direction we decided upon.  I want to say, though, the version of the game I showed off at this time was not the most current version I had been working on, so I was only able to show off a few new things, like the planets revolving around the main sun, and the sprites dancing around when the player looks at them.

Enjoy the video!

Milestone Meeting #1 for Sol Mates (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

The second game I wanted to include in HVRE’s 2017 project – “Dreams” – had been an idea floating around in my head since I made a business plan in college for what I was to do after graduating.  The first game I ever wanted to publish was to be a small VR experience having to do with some of the origins of the Buntaiens in the “Legends of Saviors” series.  It was to be a game where the player would play as a soul that had just arrived on the planet for reincarnation.  One could fly around certain themed maps and cleanse the bodies of the negative masses, awakening their chakras and purifying their souls.  Eventually, the player would have to find the right “host” to take as their new body, hence the birth of a Buntaien – a Cosmic Angel.

From the beginning of my concept on paper, the leader of the HVRE group kept specifying how the design of my game would probably make half of its audience sick, with all of the constant moving and so forth.  So, within a couple of days, I scrapped the white box model I had so diligently created, and started from scratch, getting a concept artist on board, and moving the art direction in a completely different way.  We somehow were able to keep a lot of the same mechanics from the original, but just done in different ways.

Enjoy the video!

Final Milestone Meeting for Yenen’s Tale (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

During this last milestone meeting, I showed off the last features that had been added in the last month of our development process for “Yenen’s Tale.”  Small, annoying bugs were dealt with (thanks to, yet, another member of the team), the two main scenes of the game could finally transport the character appropriately between each other, new animations were added to the city scene (the secondary scene), and the enemy NPC we had been working for what seemed like forever, was finally up and about and attacking out player.  We completed the basics of the fighting system we wanted, and the main character was now able to fight against his attacker (and actually win!).

I really enjoyed working on “Yenen’s Tale,” it feeling like the first, true game I really created from scratch, and am looking forward to jumping back into it, and continuing his tale from where we left off (and not for the VR platform, this time).

Enjoy the video!

Milestone Meeting #3 for Yenen’s Tale (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

For the third milestone meeting for HVRE “Dreams” (which fell around the third month since the project had began in earlier in the year), I presented “Yenen’s Tale” again.  With the help of another member, the game was starting to resemble that of a VR experience, rather than the “static” point-and-click version it once was (which it still felt like it, gameplay-wise).

Since the game “Dreams,” itself, was to be a somewhat bare museum with installations and pieces that, each, would lead to the individual games that were being developed, I had to take into consideration how the player was going to actually view my game, let alone play it.  I had an idea that within the “Dreams” museum, “Yenen’s Tale” would show up as a painting on one of the walls.  When the player got close to it, they would be able to press a button on the painting screen, and they would be somewhat transported into the painting, itself, but still feel like they are just standing around in the museum.  A few other tweaks and features were added in this version, including the beginnings of a new enemy NPC!

Enjoy the video!

Milestone Meeting #2 for Yenen’s Tale (Dreams Version)


Back in 2016, I joined a group of local video game devs (eventually called “HVRE” – “Hands-On Virtual Realty Experience”) in a pursuit to create a horror game for a high-end Vive VR headset (the game in question, was “Mortimer’s Mansion,” which I have blogged about before).  The next year to follow, we decided to not stick with the horror theme, but was asked, instead, to think about our dreams, and how we could transcribe such thoughts into video game form.  Also, another change for 2017, was the fact we were making our collection of games (under one title, “Dreams”) not for high-end machines, but quite the opposite; smart phones with the Google Cardboard attachment.

During the second Milestone Meeting for our HVRE 2017 project – “Dreams” – I presented what I had been working on when it came to “Yenen’s Tale.”  I got to show off the second scene in my game, which can be traveled to from the original scene in the forest through a special crystal.  While showcasing a city scene with almost entirely different models, colors, sound effects, etc., I was able to bring about two different feelings with “Yenen’s Tale,” giving the player a lot more space to explore.  We also added in a lot of other features in the main forest scene, one of which is a basic fighting system with a sword that comes alive (among other things) for the main character!

Enjoy the video!