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Resilience Mobile VR Environment

This collection of videos is to showcase the level design, art direction, lighting, shaders and texturing I did while working on this Mobile VR wellness app, I did not do all the models, I had a very talented duo in Charlotte Clarke and Peter Houston who helped develop the stylised look for the project and who helped make the "Breathing with the forest" tree and the "Body Scan" environments along with myself for the rest of the spaces.

I did however manage this environment from design to building scenery assets and props, lighting, and all technical art aspects such as shaders for visuals on the plants, trees, rocks, water, animals, and footprint guides. I also profiled and tested the scene often on the Quest 2 headset with OVR metrics, Render Doc and Unity Profiler, I was always careful to maintain performance below 13ms and averaged 9 to 10 ms in general.

Sadly, this project was never completed due to reasons out of my teams' hands, but it was a wonderful experience getting to create an immersive VR experience that was so visually interesting, creative, and pleasing for what could have become a wonderful wellness experience.

View from camp towards the "Breathing with the Forest" gate and task beyond.

"Breathing with the Forest" gate with shader to grow/retreat the vines holding the gate closed and a simple glow shader to show the unlocking progress of the gate as the user interacts to open it.

"Body Scan" gate again with the same shaders and animations for unlocking, the central round doors would move down into the ground after the gate is opened and remains open.

View from camp towards the "Body Scan" gate and task beyond.

River front near the base camp originated as a point to complete tasks 3 and 4 but was later removed. WThe water was modular with a shader that matched seamlessly between meshes.

Path towards the body scan area, surrounded by waterfalls and rockfaces on a small stone podium and "geode" where the exercise takes place.

The main aim for this environment was to draw focus towards the body scan avatar that comes forth from the waterfall while maintaining a calm environment for the user.

The body scan avatar aimed to be androgynous, it would come forth from the waterfall, highlight each part of the body you were to concentrate on and then retreat at the end, the shader here just loops for illustration.

Several fish meshes were animated using a vertex shader to create cheap visually pleasing movement in the water.

Even some small birds were animated with vertex shaders to add subtle life and colour to the environments.

The "Breathing with the Forest" environment aimed to help the user learn their first and most important breathing exercise that would be used throughout the game to unlock gates and areas.

Several shaders were used, one to animate the UI on the tree and another for the breathing leaves on both the large tree and the smaller ones around and behind it.

Once tasks were complete the surrounding plants in the environment would glow and grow further to signify change and progression.