This project was part of my virtual reality UX design internship at Autodesk on the emerging technology team within the office of the CTO. Now that commercially accessible high quality virtual reality headsets are available, what software will need to be created to supplement this new hardware? Worldbuilder VR explores using virtual reality to populate and design different types of environments. My role in this project was to create interaction workflows, storyboarding, UI design, 3D modeling assets, and video documentation. I worked closely with two software engineer interns on developing our demo in Autodesk’s new gaming engine, "Stingray."
When the user first enters World Builder VR, they will be launched into a gallery room. As seem above, this gallery room features different environments a user can select from. Options include interior design, film design, city planning, architectural design, and car design. A user can enter a level by teleporting to an object and selecting it with the Vive controller.
Enter HTC VR Headset
Build Dream World!
Seen above is an initial storyboard for WorldBuilder VR. First the user will enter a gallery room where they can choose from a variety of environments to build. Once an environment is selected, the user will be launched into a blank version of the environment. Inside this blank environment, users can spawn objects from an asset menu and dynamically manipulate them until they’ve finished their design.
1. Select Object
2. Select Movement
3. Constrain Movement
First the user hovers over an object and selects it via a laser. Then the user either freely moves the object, or activates a Gizmo via the heads up display. If the Gizmo is activated, a supplemental XYZ pad will appear on the controller. In free move, users can use the snap tool to constrain the object on the ground surface.
The asset menu allows users to add objects into an environment. Depending on the level, different types of assets will appear. Users can choose from a variety of categories, or even upload custom assets. The menu is flat images, but show a 3D preview when hovering.
The mini-map allows user to spawn a miniature version of their environment in front of them. When a user moves or rotates an object on the mini-map, the corresponding object will move in the virtual environment. This gives users a macro-view over the entire environment at once.