SO-VRsatile

SO-VRsatile was a product range by Sonovision UK, with a goal to use online multiplayer training to reduce costs and contact during the Coronavirus pandemic.

SO-VRsatile

SO-VRsatile was a product range by Sonovision UK, with a goal to use online multiplayer training to reduce costs and contact during the Coronavirus pandemic.

SO-VRsatile

SO-VRsatile was a product range by Sonovision UK, with a goal to use online multiplayer training to reduce costs and contact during the Coronavirus pandemic.

SO-VRsatile

SO-VRsatile was a product range by Sonovision UK, with a goal to use online multiplayer training to reduce costs and contact during the Coronavirus pandemic.

Roles

Lead Developer, Technical Artist

Roles

Lead Developer, Technical Artist

Roles

Lead Developer, Technical Artist

Roles

Lead Developer, Technical Artist

SO-VRsatile is a Virtual Reality product created in Unity as a multiplayer training solution for employees who WFH or were in isolation during the Coronavirus pandemic.

Collaborators:
  • Arthur Dukes - 3D Artist (All Projects)

  • Dan Gilbert - Unity Developer (Cessna Pre-Flight Training VR & Working at Height VR)

I maintained the project and tasks at hand utilising source control and JIRA to maintain an efficient workflow for our team. The project utilised Unity, Unity's XR Interaction Toolkit and Photon multiplayer in order to create a Virtual Reality experience where users can join rooms and complete tasks in a safe and secure scenario.

Tyre Change VR

I developed the Virtual Reality and multiplayer aspects of the project utilising Oculus and Unity to create an interactable training application. This teaches the players to change a tyre on a chassis following an on-screen tablet which updates based on the current progress. This project then served as a base for future renditions within SO-VRsatile.

Being a base, we learnt lots of tips during this first iteration, including the best performance/visual fidelity tradeoffs when it came to the device (Meta Quest 2). This also included syncing physics and sockets across the network and analysing what aspects needed to be synched effectively without causing too much network traffic/performance loss.

View this project on GitHub!

Cessna Pre-Flight Training VR

This VR project focused on delivering training to aviation students at Farnborough College of Technology for a Cessna 172 aircraft's pre-flight inspection.

Notably, I worked on interactables, the task systems and the overall immersion of the scene itself; utilising lighting, shaders (liquids for fuel containers) and convincing interactions (such as moveable wings and equipment using physics constraints) to make the scene feel as realistic as it would've been if an aircraft were in front of the user.

Working at Height VR

This VR project focused on delivering training to Laing O'Rourke's employees to convey the safety and necessity of safety equipment while working at height. While I left my role during its development, I focused on retaining performance (through light baking and setting 3D workflows to follow) and interactions: notably movement restrictions, realistic carabiners (using ObiRope) and increasing the believably of vertigo at height.

This project also made the final of the Building Innovation Awards 2022 for 'Best use of AR/VR in a Construction Project'!