Apples and Anthills

Apples and Anthills

Apples and Anthills

Apples and Anthills is a collaborative VR project developed for the Savannah Hospice Center to assist its patients with basic forms of physical therapy and provide a form of engagement to ease their troubles while being cared for. Our goal with this project was to create an experience on a farmstead that would provide a relaxing, immersive atmosphere while also providing patients basic movement exercises to create a more engaging form of physical therapy.

Apples and Anthills is a collaborative VR project developed for the Savannah Hospice Center to assist its patients with basic forms of physical therapy and provide a form of engagement to ease their troubles while being cared for. Our goal with this project was to create an experience on a farmstead that would provide a relaxing, immersive atmosphere while also providing patients basic movement exercises to create a more engaging form of physical therapy.

Apples and Anthills is a collaborative VR project developed for the Savannah Hospice Center to assist its patients with basic forms of physical therapy and provide a form of engagement to ease their troubles while being cared for. Our goal with this project was to create an experience on a farmstead that would provide a relaxing, immersive atmosphere while also providing patients basic movement exercises to create a more engaging form of physical therapy.

Rendered in Unreal Engine 4
Responsible for part of the asset creation and level design process

Rendered in Unreal Engine 4
Responsible for part of the asset creation and level design process

Rendered in Unreal Engine 4
Responsible for part of the asset creation and level design process

Blocking It Out

We started out by splitting up the different spaces we wanted activities to take place and assigning members to each one. We then went to work blocking out each space and creating a basic environment for each.

Modeling

Modeling

Modeling

I created several low poly assets to be used in the level. The art style we were going for allowed us to use very basic shapes for the models. I was working on a late night campfire scene where players could roast marshmallows, catch fireflies, and connect the dots with constellations. This was to be a relaxing, theraputic segment of the game with minimal movement required.

Building the Level Out

Building the Level Out

Building the Level Out

We began to build up our respective levels before moving them into the main scene. After they were in the main scene, the team beagn the process of adding fucntionality to each level and testing them for bugs.

Final Scene

Final Scene

Final Scene

When we were finished with the game we spent some time playing it to iron out any bugs. Once we felt that the game ran smoothly we shared the files with the Hospice Center to be able to use as they wish with the patients. They were very grateful to have something new and exciting to share with the patients and make their time with them a little better.

Overview

For this project my group and I worked closely with several members of the WWE's art team in order to conceptualize and create multiple different augmented reality elements to be used for the entrances of some of their top talents during events. I worked with the art team to help conceptualize the elements we would create and communicated with them to ensure that we maintained a clear scope that could be executed by myself and the rest of the design and tech teams. I also helped work on creating some assets in addition to creating particles systems that would be utilized alongside them in the finalized prototypes we would hand over to WWE. I worked most closely on the prototype for AJ Styles.

Final Takeaway

In the end this project helped me to better understand how to work as efficienlty as possible under a tight deadline. It also really helped me to better communicate with multiple team members, whether I was working directly with them or I was passing/recieving information from another team in order to ensure a smooth and cohesive workflow. This project also has me excited to do more work in fields that involve live entertainment and productions.

Overview

Overview

For this project I worked on the night time camp site level of our game and several of the key assets for it. This was one of my first major projects and was a great stepping stone to learning the flow of both VR game development as well as group collaboration. Working with a team was very insightful and proved to show how I needed to improve as an individual so that the team could function and achieve more.

Final Takeaway

Final Takeaway

This project helped me to gain a better grasp of how model and design experiences for VR. This was my first time designing for VR and it was a great way of paving the way forward for larger projects down the road while also being able to help people. In the end I got a better grasp of creating assets in Maya and how to prep them for export in external software such as Substance Painter, so that they would be ready for implementation into Unreal Engine for the final pipeline.