Will of the Sea

Virtuous Reality Studio

This innovative virtual reality game consists of a multilayer couch co-op system where players can verse a Deity in the battle of a lifetime.

Set in an icy region of the world in the future where oil reserves in the middle east have run dry, and the last reserves are deep under the Arctic.

The non-VR players aka the boats are sent by the company to retrieve the barrels spread throughout the sea.

They only have one job, an easy one their employers believe, collect the barrels and drop them at the oil rigs.

But unknown to the companies and the captains alike, the drilling has awoken an ancient protector of the seas.

Towering tall and mighty, this Deity is prepared to do whatever it takes to preserve the purity of his seas and keep the humans at bay.

As the skies fall down from above, the protector uses it to his advantage to destroy ships, freeze boats with his ice bow and freeze the oil the humans hold so dear.

They are most definitely doomed now that they've awakened the monster from his tomb hiding in shadow and dodging meteors their only option.

The reckoning of the God has come forth, flee the seas, or be destroyed by force.

Devlog 35: Trailer Teaser 1

Hey everyone! We have a trailer coming soon, and we thought we would give you guys some teasers leading up to the release. Here is the first.

This is the splash screen for the trailer with our logo on it, which has been greatly improved since our last trailer release. 

Stay tuned for more teasers!


Have any thoughts? We would love to hear from you guys! Click that comment box below and leave us a note, or tweet us @WilloftheSeaVR!

Devlog 31: Dev Interview with Joey Fonda

We are back with yet another dev interview with our Lead Designer, Joey Fonda!

Catherine: Let's start with an introduction.

Joey: Hey, I'm Joey. I'm the Level Designer/Game Designer for Will of the Sea. I work with the documentation for the game, sometimes particle effects and UI as well. I like doing a bit of everything.

C: What is your favorite thing about designing levels and gameplay?

J: Being able to control how the player plays the game and the story, deciding how hard levels are. I also like being in control of how the players feel when they're playing the game--their emotions basically.

C: What made you want to go into game design?

J: I didn't wanna be a doctor or lawyer or study business. 

C: What are some of the challenges of designing gameplay and levels for an asymmetrical VR game?

J: The biggest challenge is to make sure both the VR and PC players have and equal amount of fun, and that none of them are overpowered or unbalanced. 

C What would be your dream job after graduation?

J: Working at McDonalds *laughs* no. I don't have one really. Probably working as a lead game designer in any company.

C: What is your favorite thing about VR?

J: Being a really active person, controlling a game through motion is really fun for me.

C: What are your hobbies outside of work.

J: Sports. Any sports. Running, basketball, tennis, soccer. I like hiking too.

C: Anything else you wanna say before we close?

J: Nope.

Have any thoughts? We would love to hear from you guys! Click that comment box below and leave us a note, or tweet us @WilloftheSeaVR!

Devlog 30: Dev Interview with Kennedy Kan

Hey everyone! Welcome back to another dev interview! Today we are here with Kennedy Kan. 

Catherine: Why don't we start with you introducing yourself?

Kennedy: I'm Kennedy, an asset modeler and I'm also the particle guy on the team.

C: So we've interviewed asset modelors before but not someone that does particles. Do you want to explain a bit about what goes into creating a particle?

K: For particles, you have to do both realistic and fantasy. For realistic ones you start with research about what you would see in real life. For fantasy ones you normally do a bit of research but mostly what you imagine in your head. After you gather research you have to study the research a lot and continually adjust the particle to match. Testing is key. Details of natural elements are important like fire and water because they change over time, so those little details bring it together.

C: What do you like doing more, modelling or particles?

K: I prefer modelling, but doing something that merges them both at the same time interests me the most. Particles help to bring models to life.

C: What are some of the challenges you've encountered creating particles for VR?

K: Optimize. That is the biggest challenge ever. We have some coding shortcomings too on this project as far as particles go because we don't have a tech artist who specializes on writing the code for them.

C: What is your dream job after you graduate?

K: I would like to be an environment artist.

C: What is your favorite thing about VR?

K: It reaches the reason why I chose game design, because my reason to study game design is too create a work that I can touch but isn't real, and capture the moments important to your life.

C: What are your hobbies outside of working on this project?

K: Interior design for my photography studio, World of Tanks, and military stuff.

C: Anything else you'd like to say?

K: We're on the right track and this project will blossom into some amazing metaphor.


Have any thoughts? We would love to hear from you guys! Click that comment box below and leave us a note, or tweet us @WilloftheSeaVR!