3 CONDITIONS CREATE A SENSE OF IMMERSION IN A VIRTUAL REALITY OR 3-D COMPUTER:
- The user’s expectations of the game or environment must match the environment’s conventions fairly closely:
For this, I made sure the sounds I used fit the scene, using both diegetic and non-diagetic sounds for the atmosphere. This can be a tricky scenario to work with sometimes as a game is very unrealistic and out of the ordinary, none the less, for a small sense of realism needed, sounds for the lab such as familiar computer beeping or lights added a sense of familiarity, allowing the user to feel the first-person nature of the game.

2. The user’s actions must have a non-trivial impact on the environment:
Personally, this area feels like more of a gameplay aspect rather than a sound design aspect, as the physical actions in the game are dependant on the characters and gameplay itself. none-the less I tried to aid the sense of importance with both the voice acting of the villain (done in a serious yet lighthearted tone) as well as the sounds at atmosphere of interactable objects fitting the intended use.
3.3.The conventions of the world must be consistent, even if they don’t match those of “Meatspace”
For the sound, i feel like especially for a video game, using the same sound for objects that provide the user with a sense of accomplishment allow them to want to keep playing for the sense of gratification.
