Virus Builder : Case Study
Project Overview
Description:
The main learning objective for this virtual reality game is to understand the parts of a virus. This is accomplished through the core mechanics of building the virus in the game. The user is able to practice this over and over to build up their supply of virus ammo. Likewise, museum style learning content is posted for the user to view at their leisure within the virtual reality space. The secondary objective is to understand the clinical relevance of a virus when utilized to treat antibiotic resistant bacterial infections. This is accomplished through the second mechanic in the experience, shooting bacteria with their stockpile of virus amo. A shooting mechanic is very desirable to users and the whole game is scaffolded for them to reach this stage and “clear” the bacterial infection.
Audience: Science museum visitor
Software (Olivia’s Role): Unity, Visual Studios C#, VR Interaction Framework
Teammates
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Olivia Dodds
Lead Programmer
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Natalie Krug
Asset Creation
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Ryan Nini
Asset Creation, Programming
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Yilin Li
UI Design, Project Management
Process Work
HIGHLIGHTED TECHNIQUE - BUILDING THE VIRUS
Two of the core mechanics that needed problem solving were:
Building the virus
Shooting the virus
First, building the virus was accomplished using “snap zones” and collision interactions. A variety of prefabs were created that were each partially built and deliberately had pieces missing to be spawned.
Although the pieces appear missing to the player, there are invisible collision zones that are scripted to “turn on” or set active the correct piece when the correctly tagged object enters into its zone as shown in the screenshot below.
Interaction in the final application. The player is able to easily “snap” the correct piece into place.