Tools used (to-date):
Future development tools:
3rd Party Assets (to-date):
3rd Party Asset considerations:
It was important to easily blur between the differences of the states of psychosis. I chose to do this by adding the prodrome phase and acute phase and their possible symptoms into an Editor Window on Unity. This would mean the dynamic adjustments of these effects in-game to present the idea. This will also be of use for later User Experience testing when it is important to indulge the player in each of the symptoms, to see if they feel what is intended. However, this Editor Window came with problems, such as the convoluted approach to adjusting symptoms while in Play Mode. An custom editor inspector panel was much more appropriate for this type of work.
Also in order to represent psychosis symptoms, these effects needed multiple features to lerp between. The following are original thoughts to represent these symptoms in a game, limited by visual and sound immersion;
so far the post processing and camera effects have been adjusted and mapped with anxiety, depression and lack of concentration sliders. These are not set-in-stone, as user testing would provide important feedback onto whether the sensation could be improved. For example; a grey, cold effect was implemented for depression, with a more intense vignette. For lack of concentration, a brighter UV range, and changing the depth of field at random intervals depending on the slider amount. Anxiety clamped the head in a downwards position, representing the feeling of being locked in a situation, as well as slower head movements. Sounds will drastically improve these effects, however I would like to implement these at a later date and focus on the visuals for the time-being. These effects are set back to their default state once toggled off.
Additionally, other scene adjustments were implemented, including the HDRP procedural Skybox and scene settings. This Skybox setting was used instead of HDRI skybox as it could be used to transition from day to night without obvious rotation of the Skybox. The HDRP diffuse profile was also set to the Book Of The Dead Environment pack profile as this pertained an immersive diffuse atmosphere. The field of view for both cameras was also lerped as the player started to sprint, which gave additional user feedback to player.
Risk assessment and measures taken;
For what I can do, I have been researching psychosis, with the condensed and relevant points of the findings, bullet‐pointed in the miscellaneous deliverable. This gives me a clearer understanding of the effects, and how I can incorporate those into my game.
References:
https://www.healthline.com/health/psychosis#symptoms
https://www.healthline.com/health/unable-to-concentrate
Symptoms:
(See document for more info here.)
Quick rise towards phase. Fluctuates a bit. Recovery phase is slower. Perhaps this function could be mapped into the blur between states, even though this is effective a graph of the long-term it could be represented in the short term for this type of medium.
First phase.
Second phase.
I would like to implement the weather conditions on psychosis state behaviors, as well as hallucinations and delusions visual effects within the upcoming week. If this goal is surpassed there will be an opportunity to gain access to the University microphones in order to perform voice-overs and sound effects for these states / transitions.