Grabbing Gigabytes in Virtual Reality
Client:
101 Sambandið
101 Sambandið
Services Rendered:
VR Experience Design, Game Design,
Virtual Environments, Advertising
VR Experience Design, Game Design,
Virtual Environments, Advertising
Collaborators:
Art Direction: Siggi Odds
Producer: Egill Ástráðsson
Greenscreen Cameras: Rough Cult
Art Direction: Siggi Odds
Producer: Egill Ástráðsson
Greenscreen Cameras: Rough Cult
Objective Increase brand awareness and demonstrate their innovative approach to telecommunications for teenagers in Iceland.
My Role As the VR Experience Designer, I was tasked with developing a Virtual Reality marketing tool using Unreal Engine 4. I chose to utilize the Oculus Quest 2 to create a portable and interactive experience that could be easily implemented in various settings.
My responsibilities included conceptualizing the user experience, integrating the client's brand identity into the VR environment, and ensuring the technology supported an engaging and informative user experience.
Environment Adaptation While the foundational VR environments utilized premade assets from Turbosquid, I customized these by adjusting the polycount and texture sizes to optimize performance. I was responsible for the lighting, setting the mood, and staging all the levels using these assets. Notably, I designed the nightclub level from scratch using Maxon Cinema 4D, tailoring it specifically to meet the project's thematic needs.
Technical Consulting I advised the client on selecting the most suitable hardware and setup for the VR installation. This included recommending the use of chairs to accommodate different user experiences and ensuring the setup was adaptable for various physical settings.
Gameplay Development I innovated the concept of "collecting gigabytes" as part of the VR experience, which involved developing a scoring system and designing interactive games to make the experience more engaging. I outsourced the scripting of the leaderboard and coordinated with the developers to ensure seamless integration of the scores with the client's server.
Client Collaboration Although the client provided the thematic direction and character scripts, my role was crucial in bringing these elements to life within the VR environment, ensuring they were effectively integrated into the overall user experience.
VR Gameplay
Technologies Used
Unreal Engine 4: Employed for the main game development, allowing us to build immersive and interactive VR environments.
Oculus Quest 2: Chosen for its portability and standalone capabilities, ensuring an accessible and cable-free user experience.
Maxon Cinema 4D: Used for detailed 3D modeling, particularly for the nightclub environment, enhancing the visual appeal and thematic accuracy of the VR experience.
Greenscreen Live Action Footage: Integrated to create realistic holographic character interactions, making the virtual interactions feel more lifelike and engaging.
Adobe After Effects: Utilized for post-production enhancements and visual effects, adding depth and realism to the VR scenes.
Unreal Engine 4: Employed for the main game development, allowing us to build immersive and interactive VR environments.
Oculus Quest 2: Chosen for its portability and standalone capabilities, ensuring an accessible and cable-free user experience.
Maxon Cinema 4D: Used for detailed 3D modeling, particularly for the nightclub environment, enhancing the visual appeal and thematic accuracy of the VR experience.
Greenscreen Live Action Footage: Integrated to create realistic holographic character interactions, making the virtual interactions feel more lifelike and engaging.
Adobe After Effects: Utilized for post-production enhancements and visual effects, adding depth and realism to the VR scenes.
VR Promo Material
Promotional Videos I was also responsible for creating promotional videos to support the VR experience launch. Utilizing Adobe After Effects and greenscreen live-action footage, I crafted dynamic TV commercials and online content. This involved compositing live-action characters into the virtual environments, effectively blending real-world and digital elements to produce compelling visual narratives. These promotional efforts were crucial in generating initial buzz and interest, showcasing the seamless integration of the VR experience with 101 Sambandið's futuristic brand identity.
Impact The VR experience was highly successful, leading to increased visibility for 101 Sambandið and nominations for “Digital Advertising” and “Out-of-home Advertising” at the Icelandic Advertising Awards. The project was later installed as a permanent feature at the client’s headquarters, serving as a testament to the effectiveness of my design and development skills.
Professional Growth Through this project, I enhanced my expertise in VR development and interactive design, gaining valuable insights into user engagement strategies and advanced VR deployment techniques.
Still Frames