Unity VR Game: Gold Rush (2017)

Game Trailer Video

Overview

The project aims to create a mixed reality interactive museum installation that will feature a short storytelling vignette about British Columbia in which they can interact with real museum artifacts. The experience must also allow for remote player mode.

Role

  • Unity C# Programmer
  • HTC Vive VR Technical Developer
  • Animator
  • Video Editor
  • Unity Particle Effect Designer

Skills

  • Unity C# programming
  • Animating Skills
  • User experience design
  • Team cooperation and communication skills

Prototype

We start with historical references to have a better understanding how the actual time and environment would look like, then transit to low poly style because of FPS considerations. After we putted our assets into the game scenes and made sure the FPS was stable, we applied texture on bridge and trolley for future high res iteration.

Key Features

  • Trolley Animation and Camera Swapping: Players will see a camera animation when they step on the trolley, players will lose control with their Vive controller until the trolley journey is finished. This part of experience is similar to Flyover Canada.
  • Gesture Tracking Mechanic: Players can do gold panning actions. The systems will give different guides of gestures to let players to do panning gestures in different ways, and the system will real-time track the players' gestures.
  • Real-time Virtual Physical Interactions: The program can track every frame of changing position of player's two hands (two controllers), then calculate this change and convert the position change into the rotation speed of water and sand in the pan, and real-time gerenate different visual effects by mathmatic formula and virtual physics programming.

Main Developer in GitLab

Github
My contribution screen shot in GitLab

Gesture Tracking Developement

100 gesture records
Recording over 100 gestures from different testers for each gesture to build more precised tracking system

IEEE PACRIM 2017 Paper Publishment

paper publishment
Paper about this project was presented at IEEE PACRIM 2017 and submitted to the IEEE Explore database.