03Immersive Mental Health Experiences
MAXIM VR
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- 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
01
Immersive environments
Spaces designed and assembled for VR in Unreal Engine 5 and Unity.
02
Interactive systems
Interaction logic built in Blueprints.
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
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Unreal Engine 5 environment screenshot
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VFX breakdown
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VR capture or gameplay footage
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
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Two or three things this project taught you, in your own words.
Next project
Haunted Dreams