Will Park

Creative Technologist / Level Designer
Hello, my name is Will and I'm a multidisciplinary designer specializing in environment and level design for standalone VR platforms. With a deep knowledge of the Unity Engine, I've worked with all pipelines and core systems, consistently pushing myself to think critically and creatively when it comes to visuals, coding, and as well as optimization. My focus is on creating highly immersive digital environments that are not only fun but also meet a high standard of visual quality. Even if the game mechanics were removed, I want to make sure my environments are engaging enough for a walking simulator experience. If the game is stripped down to its bare bones, I want the experience to still be fun and engaging. I'm passionate about exploring the different possibilities in digital play, and I'm committed to exploring new things in the field of tech.
Hello, my name is Will and I'm a multidisciplinary designer specializing in environment and level design for standalone VR platforms. With a deep knowledge of the Unity Engine, I've worked with all pipelines and core systems, consistently pushing myself to think critically and creatively when it comes to visuals, coding, and as well as optimization. My focus is on creating highly immersive digital environments that are not only fun but also meet a high standard of visual quality. Even if the game mechanics were removed, I want to make sure my environments are engaging enough for a walking simulator experience. If the game is stripped down to its bare bones, I want the experience to still be fun and engaging. I'm passionate about exploring the different possibilities in digital play, and I'm committed to exploring new things in the field of tech.
Thesis Faculty
Alexander King, Xin Xin, Ernesto Klar, Aaron Freedman

Incantlas

A standalone VR magic casting game in which you solve puzzles and battle through enemies with hand tracking as the main interface.

Incantlas

Incantlas is a standalone VR game built on the Unity engine, featuring hand tracking as the primary interface. With magic casting as the main feature, the game boasts a hands-free locomotion system for a truly immersive experience. Incantlas has two modes: Story and Arena. In Story mode, players embark on a journey through a linear narrative, where they will discover new spells to solve environmental puzzles and combat enemies. Arena mode, on the other hand, is a more intense and focused battle experience, where players will learn spells, fight through waves of enemies, and ultimately test their abilities in the main arena.

Itch Page: https://wilpark2000.itch.io/incantlas

Game Trailer

Music by Edward Pan and Jenny Xing

Game Environment

I always have a high standard when it comes to making an environment immersive. Since the Quest 2 has a weak mobile chip, it really pushed my optimization skills to the limit. Here is a showcase of the environments.

Music by Jenny Xing

Gameplay

Quick gameplay of Incantlas

Environment Process

Modeling in Maya

All modeling is done in Maya, maintaining less than 250K triangles per frame limit for optimal performance.

Texturing in Substance Painter

All custom texturing is done in Substance Painter with the Unity URP Specular workflow. Here are a few assets made with Substance Painter.

In game shots with post processing enabled

Level 1 Scene 1
Level 1 Scene 1
Level 1 Scene 1
Level 1 Scene 3
Level 1 Scene 4
Arena Final Room

Hand Tracking

While traditional console or PC games can be challenging for new players to learn, VR games can offer a more intuitive and realistic experience. However, many VR games still rely on joystick-based movement and turning, which can be difficult for some players to grasp. By utilizing hand tracking, I believe that Incantlas can greatly improve the onboarding process for new players, including those who are not familiar with gaming. With hand tracking, players can use natural gestures to interact with the game world, making it easier and more intuitive to navigate and control the experience. This approach can help to make Incantlas more accessible and enjoyable for a wider range of players.

Drawbacks of Hand Tracking

There is a reason why there are so little games in VR that utilizes hand tracking. Hand tracking is a challenging input technology for VR games, as its accuracy is typically around 90%, compared to 100% for button-based controls. This can lead to frustration for impatient players, so I have designed Incantlas with interactions that are uniquely suited to hand tracking or that benefit from its use. Additionally, to reduce errors and ensure a smoother experience, I’ve carefully balanced the use of hand tracking so that I can reduce the error margin. There are still points where some players can experience input errors. But I can say for sure it is a lot more fun than clicking buttons on a controller.

Special Thanks

  • Georgia Chen – Graphic Design: Branding / Final tutorial Images
    • Jenny Xing – Music
    • Edward Pan – Music
      • Brianna Walters – Vocals
      • Licata brothers – Guitar and Mandolin