Thesis Work

Ongoing: Unreal Engine - VR - EEG

In this project, our goal is to design a highly immersive VR experience in order to use EEG to detect induced Breaks in Presence (BIP). The subjects will have to play a game in which they need to hit targets using a sling. Two conditions are created one in which metahumans are used to produce a virtual body with full body tracking and one with no virtual body where subjects interact using the controllers as console gamepads. 

The ability to have long experiments is fundamental to use the "Event-Related Potential" technique because it requires hundreds of trials for each condition. At the same time, we need to keep a strikingly high level of realism in order to not break presence at unwanted moments. This would be the first step in creating an objective system for evaluating the quality of VR experiences and devices.

VR minigame

febbrauary - March 2023: Unity - VR - Oculus rift S

In this project, I implemented a VR minigame. The game is based on the Goodgame style. The player has units and can place buildings to be built or set them to gather a particular type of resource but doesn't have direct control over them. At the same time, he has to protect his units from the enemy units. The aim of the game is to gather enough resources to be able to build a particular building.

This project was a huge challenge, it was the first time in which I had to put together everything that I learned on VR in order to have a complete minigame and everything had to be done in under 3 weeks. It was the final project of a course in which we learned everything needed for VR from how the devices work to how to use quaternions to manage rotation without gimbal lock. The final project was preceded by two smaller projects aimed to learn the basics. Download it

The last island

March-May 2022: Unity - Blender - Substance painter

The project aimed at gaining a thorough understanding of Unity, featuring a player character and two NPC interactions. The movement relied on the navmesh and Unity AI package, but a new control system was later implemented using the Unity input system and hierarchical state machine. This allows for a scalable system and the possibility to add very simple new controllers. All the meshes, textures and animations were created specifically for this project using Blender and Substance Painter. Download it