This is a series of Virtual Reality apps I created for the Udacity VR Developer Nanodegree Program
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AMaze
Carnival
NoirApartment
SushiBar
TreasureHunt
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README.md

README.md

Udacity VR Developer Nanodegree

This is a series of VR experiences I created for the Udacity VR Developer Nanodegree. The content on this page covers everything from Term 1. Click here for Term 2. Click here for Term 3.

Click here for to see a video of my Capstone Project: https://youtu.be/HdBydmF54qY

Term 1

For Each of these projects, I used Unity to build and manage scenes and deployed the VR applications to Cardboard. The projects demonstrate a working knowledge of scene creation, basic 3D math, and C# scripting.

Carnival

This assignment provided a mostly working game that contained a few bugs and errors preventing some of the basic gameplay. Once I got the bugs fixed and the experience working, I went further to make the it more interesting. I added a timer and some more engaging elements like applause for a win and a sad trombone for a loss. I also change the art and used carnival-themed elements from the Unity Asset Store, added a daytime/sunset skybox, and re-lit and re-baked the environment.

Key concepts:

  • game logic
  • gameplay
  • modifying scripts
  • integrating new functionality

Carnival Users play carnival games to score points. When 2000 points or more are earned, a unicorn falls from the sky along with confetti and applause.

Sushi Bar

For this, I developed a custom camera from scratch. I also created all of the low poly art. This was a bonus scene that was not part of the course but further developed after some initial insights and techniques I learned.

Key concepts:

  • VR camera systems
  • poly counts
  • texture atlasing
  • 3D modelling

Sushi Bar Viewers experience the sights and sounds of a quaint sushi bar.

Noir Apartment

The assignment for this was to create a basic apartment scene with some props that were provided. I decided to take it to the next level by developing a theme. Using assets from the Unity Asset Store, I created a creepy noir scene. I thought it would be appropriate since this unit emphasized lighting and light baking, and lighting plays such a key role in the noir genre.

Key concepts:

  • Environment lighting
  • Light baking
  • Lightmaps
  • Audio
  • Animation

Noir Apartment Users catch a glimpse of a private investigators apartment on a dark and stormy night in the city.

Tresure Hunt

This experience utilizes scene management and navigation to create a treasure hunt experience. Users use waypoints to move around and search the island for a hidden treasure chest. Some of the assets were provided with the course, but I also added some pirate themed asset store assets. From there, I strung the experience together with an intro and loading scene to provide a more cohesive story.

Key concepts:

  • Navigation
  • Scene management
  • Async scene loading
  • Manipulating Shaders
  • Controlling objects with scripts

Treasure Hunt Players search a deserted island for treasure lost at sea, long ago.

Maze

This assignment was to create a maze experience using provided prefabs. I created the scripts, arranged the layout of the maze, pick-up objects, and optimized the scene to run on mobile. This project showcases much of what I learned throughout the course, which involves combining 3D visual elements, audio, and game logic to create a playable, immersive, and performant scene.

Key Concepts:

  • More complex scripting
  • Triggering behaviors
  • Mobile performance
  • Game design
  • Ojects & Scoring

A Maze Players navigate through a maze and find a key to unlock a temple containing ancient treasure.