At the start of 2015 I was lucky enough to be part of a new project for Airbus Group. The project brief was to deliver three scenarios that would showcase the Airbus products, and make use of the new Oculus Virtual Reality technology. In a very forward thinking move, Airbus planned to use this software and the Oculus hardware in their future trade shows around the world, with the aim of engaging their customers in a brand new way.
I found the project really exciting. Firstly because I had never worked on a VR project before, and secondly it was the perfect opportunity to try out the new feature of Unity 3D 5, which along with a lot of material and lighting improvements, also featured new VR support we were eager to try on a live project.
I was also given the opportunity to be lead on this project. With a team of seven and a selection of technical and creative challenges ahead I was very excited (and a little nervous) to take on the role!
The team was broken down into two developer and five artists. The developers began by running off with (and some might say “hogging”) the Oculus while the rest of us artists started to block out the scenarios in an effort to try and visualize how they would feel inside the Oculus headset.
User experience was our biggest concern. We wanted to make sure the experiences felt natural and were easy to use, especially considering that the end user was probably going to be a non gamer, and might not have even been aware of this technology before seeing it at the trade show.
With this in mind, and the fact airbus wanted to keep the experiences similar lengths, we went for a more linear experience. This mostly took the form of moving the player along pre created paths, and using simple triggers to start and stop events as they approached them.