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EmpathyXR
June - July 2025
Client
Unreal
VR
Blueprints
Team
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.
Video Demonstration