The Limbpossible Project

This is the story of Action Bear created by Mego in 1949, a forward-thinking but now defunct toy company. Action Bear was a new toy intended to make children feel safe in their homes in light of cold war hysteria.

As Action Bear you puzzle your way out of a toy factory to the real world, adding and removing body parts as you go. Pick limbs up and try out their powers. Hold your eyeball in your hand to peek around a corner. Discover if you have a heart. Explore identity, cybernetics, body dysmorphia and what it means to be embodied.

Do the limbpossible Limb swapping gameplaymechanics Throwing eyeball to stick to a wall to view passwords Attaching tools to your arm Launch hand off to reach levers

Back story In post-WW2 United States, a foward-thinking toy manufacturer named Mego tries to build a new toy named "Action Bear" to make children feel safe at their homes. You play as a prototype Action Bear, being tested through numerous scenarios where you must switch limbs and use them in creative ways to progress. Players can remove eyeballs from their skull to see around corners, amputate their hands and throw them in the distance to reach far away levers, and avoid certain death with a number of h̶i̶g̶h̶l̶y̶ ̶d̶a̶n̶g̶e̶r̶o̶u̶s̶ family friendly tools. At the end of the level players must perform a heart transplant on themselves. Because toys aren't much if they don't have a little bit of heart in them.

This was inspired by a REAL TOY MANUFACTURER COMPANY named Mego who went bankrupt in the 70's due to some very creepy toys. Each level contains bits of the company's history so players can soak in the creepiness. We also have what we believe is this hackathon's top thematic tracklist, with hit old tracks such as "I've Got You Under My Skin", "Jeepers Creepers", "I don't want to set the world on fire", "If I give my heart to you" and more to accompany you in your limb-bending adventure.

Design Goals We feel there isn't enough experimentation in VR and new media. Developers have been hesitant to put everything on the line to explore risky game mechanics. We are admonitioned against exploring or playing with changing the players view or changing their appearance suddenly. There are new interaction methods waiting to be discovered that have yet to be attempted. The rules of the real world do not have to apply to VR. We are more flexible and less bound to our conventional identities than we may think.

What we've done A novel game mechanic Created 3 levels Created a heart retrieval system Awesome story and sound A hook system for changing body parts A cute robot model Eye separation in Unity - breaking the normal VR paradigm.

Challenges and Wins Turns out that taking control of the camera from the Vive is tricky. Building a complete experience to explore the thesis was challenging. The game play fell naturally out of the deep narrative. We found the game fun to play ourselves and surprisingly addictive. We got to know each other!

What's next Multi-participant support and team challenges. Deeper interrogations of identity; changing every body part. We learned VRTK which is a great VR helper toolkit.

Freely redistributable assets we used: Post Processing Stack:!/content/83912 Cardboard Boxes Pack:!/content/30695 Cannon on a Platform:!/content/57534 Hammer PBR:!/content/66110 Old Radio:!/content/72923 SteamVR Plugin:!/content/32647 VRTK:!/content/64131 Wooden Chair:!/content/848 Brain Meal:!/content/89596 Tanto Knife:!/content/83268

The rest of the 3D & 2D art was created by Dulce Baerga & Lucas Rizzotto

Tools that we used: Programs used: Unity3D Adobe Photoshop Blender HTC Vive Oculus Rift

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