VR BÚFALO Drummer

Virtual Reality video game​

Details

  • Client: BÚFALO® Hot Sauces 
  • Mkt Contractor: Alquimia / MOA Estrategia
  • Year: 2018
  • Hardware: HTC Vive
  • Software & Tools: Unity3D Engine with C#

Description

Become a Drum Player and with the rest of his BÚFALO® band play music and explore magical worlds with different music vibes!  Some rock music, we got it! Some R&B we got it! EDM and pop, also those!

My involvement in the project

Programming, Design and Project Management. 
 

The client wanted an interactive musical experience for BÚFALO® Hot Sauces to be shown in diverse concerts across Mexico in a period of 6 months for a grand total of 4 concerts. (Katy Perry, The Killers, Armin Van Buren and The Weekend)

Ideation and management:

So considering the timeline and objectives of the client I proposed to make a musical VR game where the player is a drum player. By structuring it in a modular way we could create 4 different experiences, one for each concert using the same base.
I guided the project and with the help of a team which included a 3D artist, an animator and a musician we got this 4 project iterations to completion.

Modular:

The projects has all the same mechanic but were dressed with different worlds, sequence of events, animations, music, and drums.

I created a way of having an editable interactable for the drums, this way we could adjust the models, vfx and sfx for each project (eg. for the pop one we had bongos instead of normal drums to fit the aesthetic).  

Sequence and music:

Each song had a specific sequence and timing to hit each drum along each song to get points. I guided this sequence design with the help of the musician that created the music so the required movements made sense. 

We kept the drums and the rest of the instruments in different tracks, so when failing we could indicate this to the player through the volume of the drums track.

Also we used a system to indicate the bpm used in each song and with this we adjusted some animations to go accordingly to the music.

Difficulty:

The main objective was for people to have fun, to be able to look around and earn some well deserved merch. So it was designed to be a very forgiving system with some hidden extra time to allow some mistakes.