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ODDYSea VR Project

ODDYSSea was an educational virtual reality game developed for the Oculus Go headset. The goal of the game is to assist with Russian language immersion for high school students. I modeled and textured puzzle assets (bookshelf puzzle, books, animal cage puzzle, etc.), scripted puzzles and player interactions with C#, and animated cut-scene animations in Maya. The game engine of choice was Unity3D.

The game was developed as a pilot bid for a Small Business Innovation Research (SBIR) contract, in partnership with the National Foreign Language Center.

Publication: "History of NFLC June 2019: US Department of Education"
https://nflc.umd.edu/node/192
https://www.nflc.org/history/list

Interactive bookshelf puzzle. Books must be sorted by author's name and in accordance with the Cyrillic alphabet. The bookcase was modeled in Maya, textured in Photoshop. GameObjects and materials were configured in Unity. Behavior was scripted in C#.

Interactive bookshelf puzzle. Books must be sorted by author's name and in accordance with the Cyrillic alphabet. The bookcase was modeled in Maya, textured in Photoshop. GameObjects and materials were configured in Unity. Behavior was scripted in C#.

Texture atlas for all books. Textured in Photoshop. The "red herring" books are in non-Cyrillic script. The relevant books have Cyrillic titles and must be alphabetized.  Modeled in Maya, textured in Photoshop, GameObjects and configured in Unity.

Texture atlas for all books. Textured in Photoshop. The "red herring" books are in non-Cyrillic script. The relevant books have Cyrillic titles and must be alphabetized. Modeled in Maya, textured in Photoshop, GameObjects and configured in Unity.

Cut-scene animation video, sourced from demo reel.

Immersive cut-scene animation of the robot character. On the wall is an environmental cue placard that I designed to instruct the player on how to navigate the world with the Go controller.

Immersive cut-scene animation of the robot character. On the wall is an environmental cue placard that I designed to instruct the player on how to navigate the world with the Go controller.

Sleeping pod asset for player. Modeled in Maya, textured in Photoshop, rigged lid and animated in Unity.

Sleeping pod asset for player. Modeled in Maya, textured in Photoshop, rigged lid and animated in Unity.

Sleeping pod asset for player. Modeled in Maya, textured in Photoshop, rigged lid and animated in Unity.

Sleeping pod asset for player. Modeled in Maya, textured in Photoshop, rigged lid and animated in Unity.

Sleeping pod mesh top view.

Sleeping pod mesh top view.

Sleeping pod mesh side view.

Sleeping pod mesh side view.

Diffuse color map for sleeping pod.

Diffuse color map for sleeping pod.

Specular map for sleeping pod.

Specular map for sleeping pod.

Animals must be captured and sorted into labeled cages. Then the cages must be sorted in an order made implicit through audio cues. Cages and cubby were modeled in Maya.

Animals must be captured and sorted into labeled cages. Then the cages must be sorted in an order made implicit through audio cues. Cages and cubby were modeled in Maya.