
Dino VR
Interaction Designer & Developer | Unreal Engine 5 + VR (Meta Quest)
Dinosaur VR is an immersive educational experience built for standalone VR (Meta Quest), where players explore a prehistoric ecosystem and interact with dinosaur species, plants, and artifacts. I was responsible for designing and implementing the entire player interaction system in VR — including how players use motion controllers, interact with the world, and trigger events that shape the educational narrative.
Player Interaction System (VR)
I built a robust interaction layer between the VR motion controllers and in-game actions. The system was designed to feel intuitive and tactile, giving the player meaningful feedback for every action — from scanning an egg to interacting with a full-size dinosaur.
Highlights:
Designed controller-based interaction logic: pick up, point, trigger, scan, extract samples.
Built a sample collection system where players scan plants, eggs, and dinosaurs using a scanner tool.
Developed smooth and responsive feedback loops for interactions (visual + audio + haptic).
Implemented dynamic object highlighting and UI panels that respond to what the player is focusing on.
Environment & Trigger System
I created the logic behind the world’s interactivity — when players look at, touch, or scan objects, different events unfold to teach or guide them.
Highlights:
Developed area-based triggers that control world state changes (e.g., a T-Rex walking out when you scan a nest).
Scripted transitions based on player progression (e.g., finishing a sample collection unlocks the next area).
Controlled environmental pacing and surprise elements to balance education with excitement.
Worked with sound and animation cues to sync world changes with user actions in real time.
UX & VR Comfort
I focused heavily on clarity, responsiveness, and comfort — especially considering this was for educational or museum-style audiences that may be new to VR.
Highlights:
Designed accessible UI panels that remain readable and intuitive within VR space.
Adjusted tool positioning, hand animations, and snap interactions to reduce discomfort.
Tuned locomotion, field of view, and camera effects to avoid VR motion sickness.