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03Immersive Mental Health Experiences

MAXIM VR

Role
VR Technical Designer
Year
2023 - 2024
Tools and technologies
Unreal Engine 5UnityBlueprintsVFX

Overview

At MAXIM VR I worked on virtual reality experiences developed for mental health applications, first as a VR Game Developer Intern and then as VR Technical Designer.

The work spans immersive environments, interactive systems, technical art and visual effects, built across Unreal Engine 5 and Unity.

My role

  • Designing and building immersive environments
  • Building interactive systems in Blueprints
  • Technical art and visual effects
  • Developing VR experiences in both Unreal Engine 5 and Unity

The challenge

An environment made for a mental health application has to feel credible and comfortable from inside a headset. The technical design problem is getting environment art, effects and interaction to work together at runtime.

Implementation

  1. 01

    Immersive environments

    Spaces designed and assembled for VR in Unreal Engine 5 and Unity.

  2. 02

    Interactive systems

    Interaction logic built in Blueprints.

  3. 03

    Technical art and VFX

    Visual effects and the technical art work that connects them to the environment.

Design process

To be supplied

How the design developed: references, sketches, greyboxing, iterations and what changed along the way. Process images and diagrams fit here.

Gallery

Results

To be supplied

Outcomes and key achievements: release status, user testing, feedback, anything measured. Left empty on purpose so nothing here is invented.

What I learned

To be supplied

Two or three things this project taught you, in your own words.

Next project

Haunted Dreams