----------------------------------------
Introduction:
----------------------------------------
The New User Experience for Meta Quest PRO is a standalone interactive experience powered by Painting VR and running in Unity Engine. It was made for a private contract by Meta Corporation, and was shipped with their current high-end device, the Quest PRO VR Headset.
----------------------------------------
Description:
----------------------------------------
The experience consists of a single playable environment, depicting a cosy amateur art workshop in a small segment of a repurposed industrial building. It was made to be warm, welcoming and visually interesting, while also being a relaxing, and comforting place to be creative in. Making use of warm and friendly complementary colors in a very personal loosely organized artistic setting was the key to establish this mood.
The goal of the experience was to demonstrate some of the finer features and upgraded physical capabilities of the new high-end headset, such as haptic feedback, pressure sensitivity and refined motorical motion utilization.
We used the power of Painting VR to demonstrate these features to new users. This entailed teaching the user how to use each displayed painting tool, and perform actions such as twisting off paint tube caps, squeezing out and mixing paint, using various brushes and throwing soft paint balloons that explode on impact.
The workshop was created specifically to the art style of Painting VR, which could best be described as a stylized vibrant functional approach to minimalism, that’s grounded in realism. The environment was based on the original sketch design of our lead programmer, Xander Clerckx, and developed by me and fellow artist Gert Van Gothem.
----------------------------------------
My personal role in the project:
----------------------------------------
I was responsible for creating and managing an active art moodboard, which was reviewed and expanded upon by fellow colleague Gert. Using this moodboard we stayed in close communication with the rest of the team to design and produce all the 3D content in the scene. My main occupation for this process was first modeling and texturing the building structure such as the walls, roof, windows and wooden frames. After this I moved on to smaller props, such as furniture like the cabinets, tables, books, shelfs, canvases and cables.
I was also tasked with creating the Baked Global Illumination for the environment using Unity’s Bakery Lightmapper. Gert’s work was essential to the success of the scene, especially when it came to color grading, post processing, stylizing textures and assets in accordance to our art style, as well as refining the intractable painting tools.
We made a good team and had some genuine fun while we created this. During this process I also extensively learned about the professional use of Unity in an organized and efficient way.
The experience was completed and shipped according to schedule and received with great appraisal from META.
----------------------------------------
Software used:
----------------------------------------
- Unity as Game Engine
- Blender as 3D Modeling software
- Adobe Photoshop and Substance Painter for texturing
- GitHub as Source Control software
- Trello and Miro for planning and team management
DISCLAIMER: This project and related images are property of OISOI VR Studios, Gent, Belgium
Protected by international intellectual ownership laws, forbidden to share without my consent!
Youtube Erik Hartley trying out the New User Experience