CELLWARS
VR Design
Group Project
Role : Designer
Tool : Maya, Photoshops, Unity
Timeline : 3weeks (February2023 - March 2023)
Project Overview
Our goal is to develop educational VR content that incorporates gamification, allowing the player to assume the role of an 'immune system' within a virtual environment. The objective of the game is to navigate the body and eliminate various types of bacteria that are responsible for causing infections in humans.
The gameplay mechanism involves using an analogue stick to move and navigate through the virtual environment, with the added ability to bounce from one surface to another, similar to how astronauts move on the moon, but with a lower gravity. The game's environment is set in a dreamy, infinite space populated with cell-like features, where some of the "grounds" could divide into smaller ones, simulating cell division and adding an element of fun and interest to the gameplay. As players move through the environment, they will encounter various types of bacteria and viruses, each displaying unique actions such as injecting their arms or tentacles into the ground. The primary objective of the game is to neutralize these pathogens. The method of neutralization is yet to be determined, but could involve using a projectile or up-close interactions.
📍 Responsibilities
Design Process,
Environment Ideation & Environment Design & Optimizing the Environment
Designing the user's hand
Animating the environment
My responsibilities involved generating innovative and impactful ideas for the environment design and creating compelling visuals that aligned with the project's goals. I also ensured that the environment was optimized for efficiency and functionality, making it easy for users to interact with and navigate. Additionally, I designed the user's hand to provide a seamless and intuitive experience, and I animated the environment to bring it to life and enhance the user's engagement. Overall, my contributions were critical to the success of the project, and I am proud of the results we achieved through my efforts.
Design Process
In terms of design, the game will feature a realistic and immersive atmosphere, with realistic lighting and sound effects, that are inspired by the movie "Avatar". The game will be designed in a way that allows players to interact with the environment in a natural and intuitive way.
Ideation & Sketch
I was tasked with creating a visually stunning environment that would represent the inside of the human body. My primary objective was to craft an organic atmosphere that would accurately reflect the complexity and intricacy of the cell-world we were aiming to simulate. Rather than relying on traditional shapes like spheres or cubes, I sought to leverage negative space to create a unique design. By incorporating negative space in between spheres, I was able to develop an innovative design that conveyed the organic nature of the environment, while also enhancing its visual appeal. My approach resulted in a highly engaging and immersive environment that effectively represented the cell-world and exceeded the project's goals.
Blockout
Design Finalized Version (Before Optimizing the Frame Rate)
As a designer working on a project that required optimizing frame rates and tris, I implemented several strategies to achieve the desired results. Firstly, I used polygon shapes instead of spheres, as polygons are more efficient and require fewer tris. Secondly, I opted for solid textures for the environment, as this minimized the number of pixels that needed to be rendered, leading to better performance. Additionally, I reduced the use of transparency and emission, as these effects require more resources to render and can significantly impact frame rates. Lastly, I removed the Fernsel effect, which is known to have a significant impact on performance, while also providing little added value to the project's overall visual appeal. By employing these strategies, I was able to achieve a significant improvement in the project's frame rates and tris.
Finalized Optimized Environment Design
Recorded Finalized VR Project