THE BRIEF
Vertigato is a Unity VR experience my team built for a Saxion CMGT open-day function. The goal was to give incoming students (many of them with no prior VR experience) a hands-on first taste of our programme's work in around [N MINUTES] of playtime.
THE APPROACH
VR audio behaves differently from flat-screen audio: players turn their heads, look around, and rely on sound to orient themselves in a world they're physically inside. For first-time VR users this matters even more: ambience needs to anchor, not overwhelm. I aimed for [TONE: calming and grounding / energetic and exciting] depending on the section of the experience.
SPATIAL AUDIO DESIGN
Every meaningful sound in the scene was placed in 3D space using FMOD's spatializer. I tuned distance attenuation so [BEHAVIOUR: close objects feel intimate, distant ones still readable], and used reverb zones to give different parts of the world their own acoustic identity. The result is that players can roughly tell where they are with their eyes closed.
DESIGNING FOR FIRST-TIME VR USERS
Designing for someone trying VR for the first time meant pulling back. I [LIMITED SIMULTANEOUS SOUNDS / KEPT AMBIENCE LOW / AVOIDED HEAD-SPACE STARTLES] so newcomers wouldn't get overwhelmed. The audio acts as a soft handhold rather than a stimulation source.
IMPLEMENTATION: FMOD + UNITY
Audio is triggered through [METHOD: Unity collider triggers, gaze events, controller interactions], with FMOD events fired from C#. [SPECIFIC TECHNICAL CHALLENGE: e.g. handling occlusion when the player walks behind objects, or tying ambience to scene transitions].
WHAT I'D DO DIFFERENTLY
Watching open-day visitors play taught me [WHAT YOU OBSERVED]. Next time I'd [SPECIFIC APPROACH] from the start, especially [WHY].