A X I O M A T I K

Its dark, you are robot with low battery level - seeking for a charging station that can be usually found at the next exit elevator. The only help you have is a kind of shooting device that shoots bouncing balls which can illuminate the environment architecture. You might encounter philosphical thought experiments, like Schroedingser cat box or quantum states teleporter on your way ...

Game Conception + rapid Prototyping:
Julez Braenzel (Programming) + Jacob Brosda (Leveldesign, Modelling)

developed for PCVR and Meta Quest APK, UE5.4.4, c++ and BP

Production: UnrealEstate GmbH 2024 - 2025

VR Game / ExitGame / abstract Platformer
Poster

AXIOMATIK Work in Progress ...

We started prototyping Axiomatik in summer 2024. The basic idea was to create a minimalistic VR exit/ platform game that focuses on the game play haptics. Axioms, as a definition or first thesis in geometry (or mathematics or physics), will define one after another rules for the gameplay, changing the game, the games look or gameplay functionality over the long run. Our vision in style was an early computer games look and sound, where we wanted the player to modify the game environment with a shooting mechanic that is similar to drawing or revealing by drawing the obstacles. The level design should be black and neon - light illuminated line structures, abstract, brutalisc or just basic shape formed but remain as a riddle to the player.


A lot of ideas are inspired by concepts of classical physics and quantum mechanics - and so we thought: why not have these ideas and concepts as our backstory?
Have you ever seen Schrödingers Box in "real"? Have you fully understood it? Did you ever wanted to understand it? Did you ever played the Maxwellsche Demon ? Selecting cold and warm particles from each other to raise the pressure and temperature?
no ?!
Well... then its probably time to play this game!

Teaser Axioamtik Build 0.32 2024

Trailor shows state of PCVR version status December 2024. Speed run duration of this build is approximatly 30min (6 maps + tutorial).

Cats & Robots
Poster

Axiomatik Actors:
player = robot (some kind of) and NPCs = cats "dead or alive". NPC rewarded to the player for level achievement by a Schroedingers box. This can be opened by the player and in the background the game will do the actual quantum mechanical calculation of a wave function collapse in order to decide if the cat is dead or alive. Dead kittens will have a different behavior as alive ones. Alive kitten behavior are already in our prototype using Unreals behavior tree tool for AI-programming. Cats are your friends ! they are most likely attracted by catfood which can be provided by the player but cats ! have their own will, they run after balls do not follow the rules...

Abstract line construction Axiom 1
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Axiom 1:

Reflection on surface - linear approximation of a bouncing ball trajectory. Ball is reflected and bounces of blocking environment, many trajectories will reveal the negative space by drawing lines in the gaps between obstacles. This effect is working very good in VR - and is much more difficult to play on screen in 3D.

Quantum Mechanical Portals Axiom 2
Poster

Axiom 2:

Consider yourself in young´s double slit experiment, where either wave or particle goes through a double slit. Wether you are a particle or a wave the pathway after the slits is different. Our Quantum Portals adapt this idea in a similar way: the player decides to go through either right or left portal, the game decides if the player is treated as particle or wave - and as a result the player ends up in a different destination. No worry, players still might figure out how this teleportation algorithm works!

More Axioms
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More Axioms:

Our game concept offers some more of these Axioms - at this point we just dont want to spoil everything already. Keep u updated!

APK Performance Optimization
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Axiomatik goes APK on meta Quest - first approach of optimization was part of our sprint in December 2024. Because of our drawing mechanic added up drawcalls, the more the player was shooting, our apk was barely running on Quest2. We optimized the game a lot with e.g. pooling methods for the bullet actors, reducing the mesh complexity, checked a ton of render parameters and even went back to older methods like using sprites. And viola: without some further frame interpolation of a meta plugin, we are almost stable with 72fps on APK running on Quest2 :D.
Sure there is still a lot (*....*) to do, but our milestone: to evaluate if this drawing idea would be doable for us on APK is achieved, and the answer is: YES!

Contact

Contact: Julia.BraenzelATunrealestate.net , Jacob.BrosdaATunrealestate.net