Boneworks case study #MixedReality
- Douglas Wang
- Aug 15, 2020
- 1 min read
Boneworks is a VR only game on steam. I spent 26 hours in game and found it extremely interesting, especially after knowing it was built using Unity. I've been keep my eyes on this game before it was released. The hardware that the developers used was Valve Index which was why I had my eyes on it. It is the first game that fully unitised Valve Index's controller. With the pressure sensors on each fingers, Boneworks was able to create the amazing physics. Every props in the game was able interact with each other. Different from Half-Life Alyx, Boneworks allows you to climb on surfaces, and this mechanism is what made each level interesting. The story line of the game wasn't as interesting, but the puzzles on each level was amazing. Each level is a big map and there's always places to climb and puzzles to solve. In the game, you can climb over fences just like you would in real life. "Why can't I just do that?" "This would be a lot easier if it's in real life". If you played games, you probably had thoughts like this at some point. Boneworks completely eliminated this kind of thoughts, because what you can do in real life such as prone, climb, grab or jump, you can do it in Boneworks.

I can't imagine how much work has gone into making this game, especially now we are learning unity. I tried the XR tool package and my experience was nothing like this game. In the future, it would be very interesting if I can understand how this kind of game was made.
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