Survive and escape a sinister underwater research facility where dark experiments have led to horrifying results.

SYREN is a VR survival horror game.

A scientist obsessed with eugenics builds an underwater research facility above an ancient lost city, in which he conducts horrific experiments in an attempt to recreate the lost species of ‘Syrens’ – the legendary inhabitants of the civilisation, that once existed in the ruins below.

You awaken into chaos. The lab in ruins; creaking under the immense pressure of the sea.

With the station reactor about to go critical, you have limited time to navigate out of the lab and evacuate the facility. With death everywhere, you soon learn that you are not alone. Some of the experiments have gotten loose.

In this stealth and survival game, you must solve puzzles to progress through a series of room scale scenes and always remain alert for the deadly Syrens who are hiding in the shadows.

SYREN is available on SteamVR for HTC Vive and Oculus, and Playstation VR in March 2017.

For press enquiries or further information please email Yush Kalia at yush@hammerheadvr.com.








 

OUR JOURNEY

recroomconceptart

Rec Room Concept Art

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Concept art is an important part of any game development cycle. In the first few weeks of SYREN whilst making the Rec Room one of our environment artists created this image highlighting the need to break up the room into segments but still have a large open window on one side. You’ll now see a lot of similarities in the game.

SyrenHair

Hair

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Hair can be a challenge when developing in VR. In SYREN we tackled this problem in 3DSMax using it’s different physics systems. We started by optimising the hair mesh, then rigging each chunk of hair, then we simulated in 3DSMax the movement of the hair. We had to do this for each hair style for each bit of animation on all of the types of hair. It was a lengthy process but we learnt an awful lot!

Facial Rig

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When creating animation for humanoid bipedal characters like the Syren’s we follow a fairly traditional pipeline for setting up rigs. Here is a video showing our facial rig tests as well as the different morph targets we created during this project for our generic syrens.

10

Flipbook UI

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Here are some early UI tests. We initially went for a very futuristic interface, but this was then dialled back. The buttons at the bottom were originally to open the doors, but these also ended up going through multiple iterations. However you might still be able to spot some parts where these initial tests end up being used!