VR EXPERIENCE

Hydrothermia Vent Explorer

BACKGROUND

AUDIENCE: Undergraduate biology students

SOFTWARE: Unity, Substance Painter, Zbrush, Blender. Adobe After Effects

TEAM: Sarah Rutkowski (Project Manager), Ivy Jiao (Coder), Sydney Agger (Art Direction), Yu-sin Huang (Art Direction)

COMPLETED: December 2021

SUMMARY

In this VR experience developed for Oculus Quest, the player must navigate a hydrothermal vent field to locate their quirky professor, making note of special organisms in their journal along the way. This project was created in collaboration with Sara Rutkowski, Xiaotian Jiao, Sydney Agger, and Yu-sin Huang. Sydney, Yu-sin, and I worked as Co-Art Directors to conceptualize the look and feel of the game as well to the create and optimize the final assets.   

ASSET CREATION

The vent octopus was modeled and painted using Zbrush. Details were projected from a high-poly onto a low-poly model to keep the polygon count optimized for game performance. Journal assets were created using Substance Painter and Adobe Photoshop. The tube worm and mussel renders were provided by Yu-sin Huang. The book model was downloaded here: https://done3d.com/opened-book/

RIGGING & ANIMATING

My biggest challenge was figuring out how to rig certain animal models to heighten the immersive nature of our project. Custom rigs were created for the shrimp and octopus models using Blender’s Rigify plugin. The shrimp was modeled by Yu-sin Huang . Simple, looped motions were animated in Blender before being imported into Unity. Unity’s animation system was then used to animate the octopus moving within the environment, giving the illusion of interaction with the player and hydrothermal vents. Pre-rendered animations of shrimp swimming were projected onto 2-D planes that were coded to rotate with the viewer's line of sight to limit the amount of models and polygons in the game.

FINAL PLAYTHROUGH

A special thank you to Adnan Shabbir, who voiced the professor!

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