EmpathyXR
June - July 2025
Project Demands
- Developing a prototype project on a set schedule.
- Communicating with a client and fellow developers on a regular basis to foster effective collaboration.
- Programming a wide range of mechanics which included using some specialised technologies, such as motion capture and VR.
Noteworthy Contributions
- I tuned the player's movement both when the user is playing sitting down or with a VR headset.
- I implemented a logic tree which triggered dialogue, animations and environmental changes based on the player's choices.
- I created post process materials which altered how the user audibly and visually perceived the environment, each of which could be toggled on and off, and scaled in severity.
- I created documentation based off my code both within the blueprints and on Notion.
Developed Skills
- It was an oppotunity to develop some Unreal engine specific skills, such as how the engine handles VR, Motion Capture and Post Processing.
- Being a freelance project that I was paid for, I now have a better understanding of how a group of developers can function inside the framework of a company.
- I recieved experience in both working under a team manager, while standing up for and clearly explaining my work.
Project Description
Near the end of my 3rd year at Portsmouth Uni, a lecturer reached out to me with an oppotunity to do some paid freelance work.
The client was a medical lecturer who was interested in the development of a simulation that granted the user some perspective on how people with certain conditions percieve the world, to aid in student education.
The simulation can be played with on a keyboard or in VR, either of which puts the user in a GP surgery, and guides them with simple prompts until they reach their room.
There is a branching path throughout the simulation that allows the simulation to respond to how the player is acting.
The central mechanic of the simulation presents itself at the start, as a list of medical conditions.
Each condition can be enabled and scaled individually, which would then have a relevant effect on the player's experience during the rest of the simulation.
This project aimed to deliver a reasonable prototype, and development lasted 2 full months.
As the sole programmer on the team of 4, I was assigned the title of Lead Technician.
It was developed in Unreal engine, using Perforce for version control.