This was a narrative VR experience built for the Quest Pro that utilised eye tracking for the user to interact with objects to progress the experience. It was built as awareness for Azheimers.
I handled render pipeline, asset pipeline, shader and animation development, large transition effects in the hallway, profiling and optimisation as well as some scene set up, asset production, lighting and texturing.
The app was released and can be downloaded from the Meta Store.
www.meta.com/en-gb/experiences/7078135438974343/
Simple "glisten" effect on objects the user is supposed to interact with, this effect enables after a certain amount of time when no objects have been interacted with.
Sight interaction animations and shader effects for objects the user needs to interact with to progress the story.
Hallway transition effect, the Narrative team wanted to spawn into the scene with a dark eerie environment that progressively revealed the scene piece by piece. A lightmap switcher was also used to change the lighting as the torch falls off the chair.
Interactions with objects in the kitchen, mostly shader and a few VFX effects at play.
Kitchen sink water effects shader and floating objects shader for assets in the sink.
"Visual Agnosia" shader effects on assets in the basement meant to convey the visual distortion of objects some people may experience with Alzheimer's.