Swamp Sweepers

Swamp Sweepers

A Virtual Reality project developed for the University of Florida’s Florida Museum in order to teach young children the importance of removing invasive species from the native environment.

Demo Video

Project Background

Our project was a Virtual Reality game made for younger audiences in education. We were focused on teaching our audience the importance of invasive species and how they impact the native environment. Through gameplay, the students would scan different animals in the environment and learn if they were invasive or native. If the species were invasive, they could use their vacuum cleaner to remove them from the environment.

I worked with two fellow teammates on this project:

Mason Zilch: Level/Environment Design

Nicole Ter Doest: UI Design

My role was Programmer and 3D Modeler.

For this project we worked in Blender, Unity, Visual Studio, and Figma. We built this game to run on an Oculus Quest 3.

 

Development Process

Starting in the concept phase, here is out initial storyboard along with the gameplay loop.

Mason worked heavily on crafting a Florida Everglades-like environment using asset packs she found online.

I also created a few of our own assets in a low poly, cartoony style to contrast from the hyper realistic environment. I felt the cartoony aspect might appeal to a younger audience, and make the situation feel more like a game. 

Finally, I wrote the necessary scripts for this project. Using Unity’s XR interaction toolkit, I added both continuous turn and movement to the player to allow them to freely move about the environment.

Since we didn’t want to worry about the player dropping either of their tools throughout the gameplay, both of their hands were replaced by tools, thus we could map the events from the inputs on the controllers to functions in game. I made it so the triggers on either hand would control the scanning and vacuuming features. 

Once the player moved into the water, we replaced both of their hands with the sea scooter, which found the midpoint between their two hands and rotated based on the average of the two hand rotations. Holding the two primary buttons let the player move in the direction the scooter was facing. The two tools were also still mounted to the scooter and both worked with the triggers just as they did on land.

I also wrote shaders and created some particles. The vacuum animation and the bubbles from the scooter, were both mine, along with the scanning shader.

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