"Imagine This: It’s your first day at your brand new job, but Oh No! All your coworkers are lost in the Cosmicorp backrooms. It is now your job to find them all AND make it to the accounting party! "Cosmicorp" (2022) uses VR to immerse our players into their crazy and hilarious new job."
-The Cosmicrew
Dani Feng, Philippe Mazanov, Jess Nefflen, and Brayan Pinto
Basic Overview
"Cosmicorp" is set up into a series of levels where Each level is represented by one floor. Each floor the player needs to solve puzzles in order to find one character. As you go up the floors become harder to solve. The theme of each floor is based off of a level of the backrooms, and the aesthetic of each floor matches the character you need to find! The first floor will be level 0: it will serve as a level for player to get used to controls and actions they will use later in the game. The rest of the levels and puzzles are as follows:
Level 1 is Stelle's level. Players will find Stelle frantically running around the map. To Get her to calm down, players will need to lure her with Donuts. Based off of level 0 of the backrooms: https://backrooms.fandom.com/wiki/Level_0
Level 2 is Lune's Level. After becoming lost trying to find Stelle, Lune falls asleep on level two. The player must use an air horn to wake him up and move on! Based off of level 4 of the backrooms: https://backrooms.fandom.com/wiki/Level_4
There were also 3 more levels in development:
Level 3 will be Quanta's Level. It is extremely hot, so hot that while Quanta is uncomfortable, the player will faint after 30 seconds of being on the level. In order to find Quanta, the player must first find the heating system and turn it off, so they can now comfortably walk through the level. Based off of level 2 of the backrooms: https://backrooms.fandom.com/wiki/Level_2
Level 4 will be Hale-bopp's Level. On this level the player must swim around and find Hale-bopp. Once Hale-bopp is found the player must use the nearby hot tub to thaw her. But Oh No! That heating you turned of earlier? Well that also turned off the hot tub’s heating. The player must go back down to level 3 and turn back on the heating. Based off of level 37 of the backrooms: https://backrooms.fandom.com/wiki/Level_37
Level 5 will be Cookie Dough Planet's level. This floor will be completely encased in the void. Eventually the player will stumble across cookie dough planet. He will say nothing, do nothing, apart from breath. Cookie dough planet will then fade back into the void. If the player follows him, Wonderful They finished finding all the characters AND somehow made it to the accounting department party! Based off of the void level of the backrooms: https://backrooms.fandom.com/wiki/The_Void
AI Development
For level 1 we needed to get Stelle to frantically move about the Map. Instead of creating a predetermined path for her to follow, we decided to develop AI to control her movement. I scripted the behavior using unity’s NavMesh family. NavMesh surface was applied to the map which categorizes parts of the map as walkable and unwalkable . Stelle’s model was then defined as a nav mesh agent, an object that can move around a nav mesh surface. To get her to move around we picked a round spot on the nav mesh surface for her to move towards. Once she reaches that spot, a new spot was picked, giving her random, ongoing motion. Once close enough to the Donuts, Stelle stop’s and interacts with the player, however if the player does not have the donuts she will not stop. Afterwards stopping, Stelle locks on to the player and follows them around the map. To block the animations and sound for the animation/interaction, coroutine were used to control what animation had control over the model at what time. For the walking and running animation, Stelle's velocity was used to determine what animation to use at any given time during movement.
Map Design
The level maps for levels 0 and 1 were designed on SketchUp, while level 2 was designed on blender. Additional Objects inhabiting the levels were found on SketchFab or designed by the team.
First Design of Level 1
First Design of Level 2
Concept Art
The Concept art for levels 2, 3, 4 and 5 were created Using Illustrator:
Level 2: Lune's Level
Level 3: Quanta's Level
Level 4: Hale-Bopps Level
Level 5: Cookie-Dough Planet's Level