April 27, 2021
In the first few months of 2021, I spent some time doing R&D on a Frame Labs internal concept called Terra Swarm. It started as an older VR idea we wanted to push further, with the goal of exploring a sci-fi horror experience built around a set of core human fears as gameplay themes and puzzle hooks.
The premise puts you in the role of a technician stationed at a Martian research facility in the not-too-distant future. A military unit arrives with a newly discovered alien artifact, and you are pulled into the lab to scan it. During the scan the artifact activates, and the situation escalates fast. You are transported to a distant alien world and thrown into an unfamiliar environment filled with large, bug-like creatures. Survival becomes a mix of problem solving, improvisation, and keeping your nerve, with puzzles and encounters designed to tap into specific fears like the unknown, heights, disease, and physical harm.
A big focus of this phase was technical exploration and “does it feel right in VR?” experimentation. I prototyped and tested a range of systems to establish what Terra Swarm could be, and what would be feasible on mobile VR hardware.
My R&D work included:
Prototyping a physics-based rig for the alien bugs
Building weapon and object handling mechanics for VR interaction
Running mobile VR performance tests to set realistic constraints early
Atmosphere experiments, including lighting and mood tests
Developing an audio zone blending system for spatial tension and transitions
Creating a VR locomotion rig suitable for high-comfort horror gameplay
Alongside the technical work, I also produced early concept art and wrote a complete Game Design Document (GDD) to lock in the vision, structure, and gameplay pillars for the project.
Lighting and atmosphere test.
Custom IK rig tests.
Audio zones testing.
Real-time rendering tests.
Locomotion test.
Physics rigs.
Concept art/ideas.