Graduate Project "MyPeace"

Main Menu. The user can travel to each scene by gazing at any one of the picture frames for approximately three seconds.

Main Menu. The user can travel to each scene by gazing at any one of the picture frames for approximately three seconds.

Night time beach scene. Hot air balloon in the background is how to user returns to the main menu.

Night time beach scene. Hot air balloon in the background is how to user returns to the main menu.

Grassy field scene, featuring animated windmill and chimney smoke particle effect. Grass was a custom alpha cutout shader I built in ShaderForge. Mobile VR functionality was essential, so I made it as few instructions possible.

Grassy field scene, featuring animated windmill and chimney smoke particle effect. Grass was a custom alpha cutout shader I built in ShaderForge. Mobile VR functionality was essential, so I made it as few instructions possible.

Fantasy lake scene. This scene had the most consistent framerates, if I recall correctly.

Fantasy lake scene. This scene had the most consistent framerates, if I recall correctly.

This is a series of environments I created for MyndVR (www.myndvr.com) for use with Samsung's Gear S2. It is designed for senior citizens who're confined to nursing homes often with little quality of life and escape. The app is entirely gaze-based navigation. This means that the user traverses the app simply by gazing at key objects, such as a hot air balloon or picture frame, therefore eliminating the need to use hands. The app was optimized to run on a Galaxy S7, however can run on an S6 with lowered resolution.

Edit (09/30/24): Wow have times changed. Anyways, yes that text has been unchanged since god knows how long. To clarify my roles on this project further, I was the lead artist and technical guy on this. This was a group assignment for a VR course I took in graduate school at UT Dallas, we had two or three other folks on it to assist with audio, concept/additional 3D art and programming. This project had a fairly tight deadline, so we didn't have much time to get this demo out.

Since this was a headset only experience, I had to design a gaze based menu navigation system. I'm very grateful to have had someone who could build the framework, and I only wish I could properly credit everyone who worked on it, but it was a long time ago. The email addresses don't even exist anymore.

Date
June 8, 2017