funktronic labs

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Crafting Memorable VR Experiences – The Interaction Design of ‘Fujii’

Creating a VR that truly immerses the user is no easy feat. To pull this off correctly requires a careful blend of graphics, animations, audio, and haptics that work together in deliberate concert to suspend disbelief and engross the user. Fujii is a joyful interactive adventure and a masterclass in rich VR interactions. The President of Funktronic Labs, the studio behind the game, is here to tell us more about his design approach.

Guest Article by Eddie Lee

Eddie Lee is the President and co-founder of Funktronic Labs, an LA-based independent game studio that focuses on delivering high-quality experiences through games, XR, and other interactive media. His experience spans nearly 15 years in the fields of graphics, game design, and computer simulations.

Today, we are thrilled to pull back the curtain and give you an inside look into our thought processing while developing Fujii, a title that has been a labor of love for us at Funktronic Labs. As the landscape of virtual reality continues its dynamic evolution, we saw a golden opportunity not just to adapt, but to breathe new life into Fujii. We’re eager to re-introduce our experience to a burgeoning new community of VR enthusiasts. Stick with us as we delve into the design process that originally brought this magical floral adventure to life.

A Brief Foray into Funktronic Labs

Founded a decade ago at the intersection of art, technology, and design, Funktronic Labs took the plunge into VR development back in 2015, a time when the industry was still in its infancy and precedents were scarce. This compelled us to adopt a ground-up, first-principles approach to game design and VR interactions—an ethos that has become the backbone of all our projects since then—from our pioneering VR venture, Cosmic Trip, to Fujii, and all the way to our latest release, Light Brigade.

Fujii – A Harmonious Blend of Nature and Technology

Fujii first made its debut as an auteur, art-focused launch title for the release of Quest 1 in May 2019. This project holds a special place in our hearts as a resonant blend of artistic vision and interactive design, exploring the wonders of humanity’s connection with nature. Conceived as a soulful sojourn, Fujii interweaves the realms of nature exploration and whimsical gardening, creating an interactive meditative space for players to lose themselves in.

In an industry landscape where unconventional, art-focused projects often struggle to find support, we were extraordinarily fortunate to connect with Meta (at the time known as Oculus). Recognizing the artistic merit and unique potential in our vision, they granted us the exceptional opportunity and support to bring this artsy-fartsy, non-core experience to fruition.

Fujii’s Overall Design Philosophy

During Fujii’s development, we were acutely aware that a substantial portion of our audience would be stepping into the realm of VR for the first time via the Quest 1—the industry’s first major standalone 6DoF headset.

This keen insight significantly sculpted our design approach. We opted for intuitive, physics-driven interactions that mirror the tactile simplicity of the natural world, consciously avoiding complex VR interactions, elaborate interfaces or dense text.

By refraining from controls that demand steep learning curves, we zeroed in on cultivating immediate, natural interactions, thereby offering a warm invitation to VR newcomers of all ages and gameplay experience. Remarkably, this has led to an incredibly diverse player base, attracting everyone from young children to the elderly, many of whom have found Fujii to be an accessible and joyous experience. [Editor’s note: we quite liked the game too].

VR as a New Interaction Paradigm

It’s an oversimplification to regard VR as merely a ‘stereoscopic monitor strapped to your face.’ We see it as much more than just a visual spectacle; VR introduces a groundbreaking paradigm shift in user interaction. With its 6DoF capabilities, VR transcends conventional gaming by enabling intuitive physical actions like grabbing, touching, and gesturing.

This new paradigm unlocks a whole new layer of tactile engagement and immersion, connecting players directly with their virtual surroundings. This stands in contrast to the abstract, button-press or cursor interactions that characterize traditional, non-VR games. In essence, VR offers a far more integrated and visceral form of engagement, elevating the gaming experience to a whole new level.

Physics-based Inventory

In the realm of VR, the addition of physics and animations to objects isn’t just aesthetic; it serves as a vital conduit for player engagement and understanding. The enjoyment derived from physics-based interactions comes from the brain’s innate satisfaction in grasping the object’s physical properties—be it weight, drag, or inertia.

Absent these nuanced physics, interactions feel insubstantial and weightless, breaking the immersive spell. As a guiding principle, consider incorporating physics into every touchpoint, enriching the player’s tactile connection to the game world and making interactions incredibly rewarding.

To illustrate, let’s delve into the inventory system in Fujii. Far from being a mere menu or grid, our inventory system is organically woven into the fabric of the game’s universe. We’ve opted for a physically-driven inventory, where items like seeds find their homes in “natural slots” in the virtual environment, echoing real-world interactions.

This design choice is not only intuitive but negates the need for a separate tutorial. To further enhance this connection, we’ve enriched these interactions with animations and robust physics feedback, providing an additional layer of tangibility that helps players more fully connect with their virtual environment.

Plants and Touch

Another compelling instance of the importance of physics-based design in VR can be found in our intricate interaction model for plants within Fujii. Human interaction with plants is often tactile and visceral; we touch, we feel, we connect. Our aim was to preserve that authentic texture and intimacy in a virtual context. But we went a step further by infusing every plant with musical responsiveness, adding an ethereal layer of magic and wonder to your botanical encounters.

In Fujii, each interaction with plant life is designed to resonate on a meaningful level. Every plant, leaf, and stem adheres to its own tailored set of physics rules. Whether it’s the gentle sway of a leaf in response to your touch or the subtle recoil of a stem, our objective has been to make these virtual interactions indistinguishable from real-life ones.

Achieving this required painstaking attention to detail, coupled with robust physics simulations, ensuring that each touch aligns with natural expectations, thereby deepening your immersion in this magical realm.

Watering

Watering plants in Fujii isn’t just a game mechanic; it’s crafted to be a tactile and immersive VR experience that mimics the soothing and nurturing act of watering real plants. From the way the water cascades to how it nourishes the flora, every detail has been considered. Even the extension of your arms into playful, jiggly water hoses has been designed to offer a sense of whimsy while maintaining an air of naturalism. The water interacts realistically with both the plants and the landscape, underlining the game’s commitment to intuitive, lifelike design.

To infuse an additional layer of enchantment into this seemingly simple act, we’ve introduced a delightful touch: any water droplets that fall onto the ground trigger a temporary, flower-sprouting animation. This whimsical feature serves to amplify the ‘reality’ of the droplets, allowing them to interact with the world in a way that grounds them.

The Symphony of Sound Design

In Fujii, sound design is far from peripheral; it’s an integral facet of the game’s immersive landscape. Sound doesn’t merely serve as an auditory backdrop; it plays a pivotal role in how humans subconsciously interpret the physical makeup of the objects they interact with.

When sound, physics, and visuals synergize, they allow the brain to construct a comprehensive mental model of the object’s material properties. Numerous studies have even demonstrated that superior sound design can elevate players’ perception of the graphics, making them appear more lifelike, despite no actual change in visual quality (see this and this).

Seizing this opportunity, we’ve added a unique aural dimension to Fujii. Instead of sticking strictly to realistic, organic sounds, we’ve imbued interactions with melody, notes, and keys, creating an atmosphere of musical exploration and wonder. It’s as if you’re navigating through a symphonic wonderland, amplifying the sense of enchantment and, ideally, offering players a synesthetic experience that enriches their immersion in this captivating virtual world.

Trust the Design Process

In the course of game development, we’ve learned that it’s often impractical, if not impossible, to map out every component of a game’s design during pre-production. Instead, we’ve increasingly embraced a mindset of ‘discovery’ rather than ‘invention’.

While we adhere to certain design principles, the elusive process of ‘finding the fun’ in a VR experience continues to be a mystifying yet exciting challenge, even with over a decade of experience under our belts. The magic often unfolds when the game seems to take on a life of its own, almost as if it wishes to manifest itself in a particular way.

To best facilitate this organic process, we’ve found that maintaining a high degree of flexibility and adopting an iterative mindset is crucial—especially in VR development, where ideas don’t always translate well into enjoyable VR interactions.

Take, for example, the design of our watering mechanic (from earlier): initial concepts like grabbable watering cans or throwable water orbs seemed engaging on paper but fell flat in practice. It wasn’t until we stumbled upon the random idea of water shooting magically from the player’s hands that everything seemed to click into place. Allowing room for such iterative spontaneity has often led us to unexpected yet delightful game mechanics.

– – — – –

In the development of Fujii, our aim was to establish a meaningful benchmark for what can be achieved through simple yet thoughtful interaction design in VR. As technology marches forward, we anticipate that the fidelity of these virtual experiences will continue to gain depth and realism. Yet, the essence of our objective remains constant: to forge not just visually impressive virtual landscapes, but also highly interactive and emotionally resonant experiences.

Members of Funktronic Labs

We hope this in-depth technical exploration has offered you valuable insights into the thought process that go into shaping a VR experience like Fujii. As we continue on this journey, we invite you to explore and to keep your faith in the limitless possibilities that VR offers. Thank you for sharing this journey with us.


Fujii – A Magical Gardening Adventure is now available at the new low price of $10 on Meta Quest, SteamVR and PSVR 1.

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Major ‘The Light Brigade’ Update Brings New Player Classes, Items, Levels & More

Funktronic Labs released a massive update today to its roguelike shooter The Light Brigade (2023), which includes new player classes, tactical items, power-ups, levels and more.

Called the ‘Memories of War’ Update, the new content drop is rolling out today to SteamVR, Quest 2, and PSVR 2, including a bunch of new stuff.

Check out what’s in the update below, courtesy of Funktronic Labs:

  • The Engineer: a new player class that deploys pilotable drones
  • The Breacher: a new shotgun-wielding player class, by popular request!
  • New tactical items and power-ups to find on runs or stock up in the shop: including flare gun, cigarettes/cigars (for style), equipable helmets to block damage, new health flasks, power-up syringes, and more)
  • New hand-crafted levels between procedurally generated stages
  • New shooting range mini-game
  • Game balancing and fixes

The Light Brigade is a roguelike shooter that mashes up fantasy ghosties with real-world weapons, making it feel like a spiritual successor to In Death: Unchained. The game was already noted for a high variety of upgrades and array of WWII-era weaponry, so today’s update is really only throwing more of the good stuff at us, making the already really great game even better.

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‘The Light Brigade’ Review – The Gun-toting Spiritual Successor to ‘In Death’

The Light Brigade is a roguelike shooter that I would mostly describe as a spiritual successor to In Death: Unchained, the critically acclaimed bowshooter from Sólfar Studios and Superbright. While at times a little less visually polished than In Death, the game’s variety of upgrades and array of WWII-era weaponry gives it a definite Wolfenstein bend that fans of the shooter genre will instantly be able to click into.

Available On: SteamVR, PSVR 2 & PSVR, Quest 2

Release Date:  February 22nd, 2023

Price: $25

Developer:  Funktronic Labs

Reviewed On:  Quest 2 (native), Quest 2 via PC Link

Gameplay

There’s a definite story in The Light Brigade, although past the opening scene I really couldn’t remember what was actually at stake up until I completed my first full run. The game doesn’t chock too much story your way (or over tutorialize either), leaving you to just fight the bad guys while you save the culty good guys. Really, all you need to know is the demon-eyed, Nazi-adjacent baddies aren’t friendly, and the hellish fantasy-scape composed of discrete and sequentially connected levels must be cleared out and scoured methodically for loot.

It’s just pure action-adventure fun, as the meat of the game presents plenty of interesting upgrade paths which not only prolong your current run, but importantly give you enough reason to come back for more upon your inevitable death.

The Light Brigade feels forgiving enough to really keep you grinding for that next gun mod or class upgrade too, which gives you access to cooler-looking and more powerful versions of each weapon. Meanwhile, the game is busy serving up a good difficulty ramp that means your next run may not be necessarily easier despite progressively wider access to guns, magic, and upgrades.

That’s all well and good, but what about the guns? Thankfully, The Light Brigade really gets its WWII weaponry right, providing physics-based rifles and pistols which each come with their own immersive reloading mechanics. Loading and shooting the M3 submachine gun requires you to grab its stick-style magazine and chunk back the charging handle to chamber the first round, while shooting a K98 rifle is totally different, making you jam down stripper clips to feed the bolt-action rifle.

Practically speaking, sticking to a single class isn’t a terrible strategy as you get your grips with the game, as you’re probably looking to maximize your rank and unlock permanent upgrades since they don’t sync across classes.

In practice though, you’ll probably do a fair amount of class hopping once you progressively unlock the next available class, taking you from the starter Rifleman class with its semi-automatic Gewehr 43 rifle all the way through the other iconic WWII weapon-wielding classes the game has to offer, including the Sturmgewehr 44 submachine gun, the M3 submachine gun (aka ‘Grease Gun’), the powerful K98 battle rifle, and even a class that has dualie Colt 1911s for some John Wick-style madness.

As for enemies, the world’s baddies come in a pretty standard range, starting with your standard goons, which include shooters and archers. You’ll eventually come across shielded goons, tanks, and versions that fly, snipe, and lob bombs too. There always seems to be a new type added to the mix after each attempt though, so there may be more I don’t know about.

By this point, I’ve already made it through one full run, although that was after many (many) failed attempts spanning over about eight hours of gameplay—another thing that makes The Light Brigade a little more generous than In Death, which is probably there to keep it a little more of a fast-paced experience.

Levels are fairly linear, although there’s plenty of cover to hide behind as you make your forward march. That also means finding the remaining enemies can sometimes be tough, but thankfully prayer actually works in this universe, helping you to locate remaining loot and baddies. Enemies are revealed by showing you small red dots while chests are yellow.

And once you’ve finally cleared out the level’s baddies—you get a big ‘LEVEL CLEAR’ popup—then it’s time to scour for loot, oftentimes hidden in breakable vases and chests.

Here, you can find gold to buy consumables, weapon upgrades like scopes and magical trinkets, souls which increase your rank level, and the occasional key, which can open locked chests.

Mostly though, you’re looking for souls, the whispy white things that you’ll earn after killing enemies or finding soul containers. There’s also cards that give each run a unique set of possible upgrades. Choose one of three presented to you, and you might just significantly increase the damage you can deal, injecting a bit of luck into each run’s loot haul.

It’s not all WWII guns and demon Nazis though. The world is also magic-based, giving you upgradeable magic wands that can do things like provide shields, shoot fireballs, etc.

All of this effectively combines to offer a good selection of gameplay styles, letting you attack the world as you want.

Still, I have my gripes with The Light Brigade, the worst offender being its inventory holters attached to your belt. In practice, this makes reloading quickly and consistently an absolute pain. Instead of having a fixed area where you can reliably train muscle memory, shifting your body around physically or virtually with any of the artificial locomotion schemes has a funny way of shifting the belt holster around your waist in weird an unpredictable ways.

I get it: you should be covering and assessing your ammo situation at all times so you don’t run dry during critical moments, but having to crane your neck down every few seconds to make sure your hand is actually hovering over the right area is decidedly a dull spot on an otherwise shining example of great VR gaming.

I’m still working on getting the last remaining achievements and consistently beating the first boss as I attempt my successive runs. Considering the array of gun upgrades and magical weapons to explore, it’s safe to say I’m nowhere personally finished with this well-crafted roguelike. I won’t talk too much about bosses, although they are hard, and offer up unique bossy ways of dealing out damage—pretty much what’d you expect from a fantasy shooter, i.e., they can shield, do magic, and surprise you throughout the encounter, so they aren’t just glorified bullet sponges.

Immersion

I get it: The Light Brigade is all about bringing light back to a dark and corrupted world, but it is very dark. At times, I felt it offered less visual contrast than Quest 2’s LCD displays can rightly handle, making some levels appear more muddy and generally more difficult to resolve visually.

Road to VR has a PSVR 2 in hand, although I don’t personally. I have had a chance to preview the headset though, and its OLED displays with HDR will undoubtedly be more capable of serving up better visual contrast. Still, if you’re playing on Quest 2 natively, or any number of PC VR headset running the Steam version, you may find later bits of the game very difficult to resolve visually.

Image courtesy Funktronic Labs

Were it not for the beady red eyes that shine in the darkness, enemies would be maybe too difficult to make out in the ever-present fog of war. Still, it’s a fairly muddy palette any way you slice it; level design and variety as you move forward are always interesting at least.

The star of the show though is inevitably the game’s weapons, which provide subtle articulations that really make it feel more of a realistic experience. For example, you can cycle a magazine’s worth of cartridges just because you mechanically can. You don’t need to, but the fact that The Light Brigade’s guns functionally work like real guns means the player should be able to if they want to. See my magazine empty as I eject unfired bullets:

Another immersive touch is the gun’s physical weight, which affects how you hold and steady it. A pistol requires a steadier hand because it’s lighter and easier to swing around, while a rifle is more forgiving with movement since the game registers as it being substantially heavier in the player’s hand. Suitably, some guns let you steady with your non-dominant hand, providing discrete attach points to do so.

I was hoping for some amount of melee, although there’s none present to speak of, meaning if your gun runs dry, you better find cover and reload, or pull out your trusty sidearm.

A note one positional audio: enemies provide good spatial audio cues for their relative locations—something important once levels start getting more claustrophobic, like in the sewers.

Comfort

The Light Brigade has a good swath of standard comfort options which, include optional smooth or snap-turn, and smooth locomotion or teleport.

Playing seated is possible, and the game comes with a seated mode, although it’s not advisable since your belt holster may be awkwardly positioned at any time, making standing play the least encumbering way to interface.

The Light Brigade’ Comfort Settings – February 15th, 2023

Turning
Artificial turning
Snap-turn
Quick-turn
Smooth-turn
Movement
Artificial movement
Teleport-move
Dash-move
Smooth-move
Blinders
Head-based
Controller-based
Swappable movement hand

Posture

Standing mode
Seated mode
Artificial crouch
Real crouch

Accessibility

Subtitles
Languages

English, Portuguese, Spanish, Italian, German, French, Russian, Chinese (Simplified), Chinese (Traditional) , Korean, Japanese

Dialogue audio
Languages English
Adjustable difficulty
Two hands required
Real crouch required
Hearing required
Adjustable player height

‘The Light Brigade’ Review – The Gun-toting Spiritual Successor to ‘In Death’ Read More »

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Preview: ‘The Light Brigade’ is a Promising Roguelike Packing Realistic WW2 Guns & Plenty of Magic

Slated to arrive on all major VR headsets later this month, The Light Brigade is well positioned to make a name among the top VR roguelikes, as it follows most visibly in the footsteps of bowshooter In Death (2018) in all the right ways. In our hands-on, we got to see just how Light Brigade is setting itself apart though with a strong focus on an array of realistic WWII-era weapons and magical upgrades galore.

Coming February 22nd, The Light Brigade is the latest VR title from Funktronic Labs, the team behind Fujii (2019) and Cosmic Trip (2017). With a few hours of Quest 2 gameplay under my belt, I can say that The Light Brigade is certainly something to watch out for when it lands on PSVR 2, PSVR, Quest 2, and SteamVR headsets in the next two weeks.

Although The Light Brigade isn’t related to the award-winning roguelike bowshooter—In Death was developed by Sólfar Studios and Superbright—there are more than a few comparisons here to make. The Light Brigade similarly features a high degree of visual polish, well-realized enemy classes, and a fun array of weapons that make you really second guess stepping out from behind cover.

It’s also culty as all hell, as you battle it out as an acolyte warrior of light on a quest to pry the world from the grasps of the (totally not Nazi-inspired) Obsidian Forces.

What the hell does that all mean? I can’t say just yet, but it all ends up feeling like a cool mix of World War-inspired trench warfare mixed in with a heaping dose of medieval-style religious quackery and magic.

The Light Brigade tosses a smorgasbord of realistic weapons your way, all of which require a deft hand at manually reloading in the middle of a firefight. You’ll get your hands on rifles and pistols, all of which are upgradeable. Besides the Mauser C96 (aka ‘Broomhandle Mauser’), most everything is what you’d consider WWII standard stuff, including Gewehr 43, Sturmgewehr 44, Colt 1911, M3 submachine gun (aka ‘grease gun’), and Nambu Pistol Model 14. Guns have a virtual weight to them too, so you won’t be waggling around a 10-pound rifle or running too fast either when you’re supporting the gun with your non-dominant hand.

Each gun has three upgradeable power levels, which also let you tack on things like red dot scopes and powerful trinkets that allow you to charge and execute special shots. There are also so mini potato masher-style grenades, health kits, and interesting tools like deployable decoys which draw enemy fire away from you.

You’ll have to grind it out to level up each gun, which usually means sticking with the corresponding class long enough to generate points to sink into upgrades. The game’s actual difficulty seems to scale relative to your weapon’s current upgrade level, giving you more and different baddies to encounter as you head back in after your inevitable death—although that’s a bit of speculation on my side. There are two user-selectable difficulty levels though should things get too tough, ‘Arcade’ and ‘Realistic’.

Levels start out fairly small in size, although all of them encourage exploration thanks to the important items that can be found around every corner, such as the game’s tarot card upgrades that you’ll find in glittering chests. These buffs stay in effect for your entire run, and are automatically applied when you choose one of the three presented to you from each chest.

Image courtesy Funktronic Labs

My typical level run goes more or less like this: kill every enemy in the level, comb the entire level again for lootable chests and other goodies, and then summarily step into a trap, like the sort of couter-weighted log traps Arnold Schwarzenegger tangoed with in the original Predator (1987), or even a simple bear trap.

Once I’ve dusted off my stupidity, it’s time to head to the level gate, which requires you to bring your hands together in prayer to activate—a really cool and immersive touch. There are level bosses, although I only ever made it to the first, which I won’t spoil for your here.

Image courtesy Funktronic Labs

Meanwhile, I’ll be playing a lot more of The Light Brigade’s and reserving my thoughts on game mechanics and immersion for the full review later this month. Still, it’s safe to say I really enjoyed the entire vibe.

One thing to note is that Funktronic Labs included a good number of comfort modes, including smooth turn, variable snap-turn, smooth locomotion, and teleportation. Currently, the game’s inventory system includes a hip-mounted holster, which can be difficult to access whilst seated, making standing gameplay recommended at the time of this writing. We’ll have more info in our deep dive review when the game launches on February 22nd.

In the meantime, you can wishlist the game on Steam (PC VR), pre-order on PSVR 2 and PSVR, and pre-order on Quest 2—priced at $25. Also, in case you missed out on the announce trailer, take a gander below:

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