BOGO
Quest, Quest 2
UE4
The vision for Bogo changed several times over the course of development. The project went from a tech demo to a multi-day, retentive app, and ultimately to a one-sitting experience.
Design on this project was heavily constrained:
Localization wasn’t in scope, so UI had to avoid text and rely on diagetic affordances as much as possible.
A the game included a roomscale environment that scaled to the player’s defined guardian; the VR space could be quite large, but according to data about average VR space, it was more likely to be on the smaller side. We couldn’t clutter the space with too many 3D objects.
Bogo needed to be able to traverse around and through the player’s space—another reason we couldn’t compromise the play area with props (UI or otherwise.)
Bogo was a great case study in guiding user attention in a VR experience; ultimately design leveraged strategically-placed visuals and spatialized audio to help lead people through a day with Bogo.