I was responsible for implementing all game systems, balancing those systems, and fixing bugs as I went. This was all done with the goal of producing unique play sessions for a player. My team and I spent a great deal of time determining exactly what we wanted our game loop to be and how we wanted playing the game to feel, and all balancing was done with the goal of letting a player feel like a powerful wizard, but a powerful wizard that was very susceptible to explosive damage.
Designing for VR
My goal in creating this game was to create an experience with intuitive controls and fun abilities. A player with no experience in virtual reality needed to be able to understand how to play just as easily as a seasoned VR veteran. Because of this, all design was done with the goal of making each interaction understandable to the player. This includes the point-and-shoot method in which players can "grab" objects out of the air, the laser to help them direct their grabs, and the wall that crumbles progressively to tell the player when they damage it.