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About:
OVR Wellness Experience (Unity)
Position
February 2021 - Present
Team Size: 8
UI/UX Designer
OVR Wellness Experience is a health and wellness meditation experience in VR. Where the user will be put into a VR headset and guided through a meditation application. What makes our application different is the integration of OVR in our experience. OVR is a cutting-edge smell technology in VR that allows us to create an incredibly immersive environment. Users are able to not only see and hear things in a VR setting but also smell them too.
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With the end goal of having our application be ready for a study being conducted by two doctors helping us create this experience. This will be done by having a large number of students go through this application alongside an only audio control group. With the ending finding of hopefully proving the helpfulness of a VR meditation app using smell.
All coding and art was not done by me but my teammates
Level Layout:
One of my focuses was on the level blockout for the scene below. I had hoped to encourage a calming and soothing environment for the user. To help encourage the health and wellness mindset.
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This was achieved with lots of cross-disciplinary work with myself and our team Phycology specialist. Who helped guide me on designing this project, so that we never strayed too far away from the goal of creating a useful meditation application.
Overall Experience:
From getting into, throughout, and getting out of the experience I was in charge of making the design decisions that would best help the project. This can be seen below with the events the user will be doing throughout the experience.
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These are just some experiences that we have had so far. Such as the top gif which shows off our orb experience. Where the user gets a moment to focus on their stressor represented with orbs. As they are guided through a breathing exercise before throwing the stress away.
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Along with smooth transitions between scenes. As we need to move the user in a calm relaxing way, I decided to cause a dissolving-like effect on all objects in a starting room. This is to help immerse the user into feeling like they are escaping to a dreamscape-like world. Along with allowing us to have a larger environment without overwhelming the user right as they get into the experience.
Credit:
Producer: Abraham (Bram) van Overbeeke-Costello
Psychologist/Designer: Reid Anctil
Lead Artist: Jack Tenda
Artist: Katherine Townsend
Lead Programmer: Olli Machina
Programmer: Michael Bowen
Programmer: Jake Seide
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