
Kart Klash is a VR racing game with guns created by myself and a group of students from SFU for a senior-level VR course. Players will race against other AI drivers while shooting at them and hitting targets scattered throughout the map.
Personal Responsibilities:
Programming gun mechanics, sound design, game testing / balance.
Tools:
Unity, Meta Developer Hub,
Visual Studio Code, Audacity.
I was tasked in this project to work on the gun shooting mechanics as well as using the XR Interaction Toolkit to allow the players to grab and shoot the gun with the Quest 2 controllers. Since the driving mechanics were programmed to the left hand, I mainly worked with the right hand controls for grabbing, shooting, and aiming the gun.
Hitting different type of game objects with the projectile would trigger different type of responses. Hitting enemies would slow them down during the race while hitting the targets would destroy them.


Hitting objects would also showcase a particle effect to better enhance interaction and to help emphasize the successful hit.
Gun Mechanics
Sound Design
Sound design is an important aspect of game design as it helps create an immersive and engaging experience for the player. The sound must be clean, believable, and evoke a specific emotion within the player. As a team and as the lead sound designer, we picked sounds that we believed to fit these requirements to create a more immersive environment. Each level has a unique background song that was curated to fit the environment. Sounds of the game included engines noises, acceleration and deceleration, gun shooting, hitting of targets and enemies, crashing into enemies, breaking of targets, start of round, finishing lap, and finishing the map.
Example audio:
Audio for Kart Klash was resourced from royalty free sounds. After obtaining the sounds, I would put them into Audacity to adjust parameters such as volume, pitch, and also edited together multiple sounds to create sounds for the game.