In order to hit our needed throughput targets, I designed a system that allowed us to seamless move groups of 4 players through a large tracked volume.
Players would be carefully guided through a series of levels, physically walking to the next location as the game progressed. This was all done while the players were in VR, seamlessly being guided through the large playspace with the use of carefully planned animations and trigger points. When a group completed a level, they would be directed towards the next area. Only when the area was clear of the group, would the next group of players get the go ahead to progress. This carefully orchestrated progression ensured players would finish each level of the game at a specific time and end the whole experience with an epic boss battle.
This allowed us to continually send new players into the experience and ensure different player groups would never collide with each other, all while hitting specific throughput targets.
This system was so successful, players would often be very surprised when they took off their headsets and where in a completely different location than where they started. This hidden re-directed walking would be the key design inspiration for our next out of home game Teller Falls.