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Code Samples for VR Learning Game Internship
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Code Samples for VR Learning Game Internship

by ThomasWood on 7 Sep 2023

Some samples of code and systems I developed for an internship developing a Virtual Reality learning game using Unreal Engine with target platform of Oculus/Meta Quest 2.

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Update - 7 Sep 2023

Work I've done for an internship, developing a Virtual Reality learning game for the biology department of my school. The goal is to "game-ify" important concepts to help students learned. Developed for the Oculus Quest 2 in Unreal Engine 4.26.2 using UE Blueprint code (to make passing the project to a new developer easier; most members were recruited from the art department).

I worked as the project lead and lead programmer, designing and implementing systems for gameplay, as well as optimizations to ensure the project could run on the limited hardware of the target platform.

Above: a snippet of code for a part of a grapple gun system developed for a VR internship. (Model made by a teammate, code implemented by me). These grapple guns can be grabbed, and pulling the trigger on the controller fires the grapple, which, upon hitting designated grapple-able points, latches on and pulls the player toward it. A portion of the UE Blueprint code to move the player is shown here.

Above: a portion of a larger system I designed for spawning certain assets in certain places. More specifically, the algorithm finds a random location within a certain range of the player, biased to favor a location within their view arc, and finds the nearest location on a navigation mesh, so that it spawns an asset within navigable terrain which the player can reach and interact with (the system randomly spawns "grapple points" for the grapple gun game).

Above: some code I developed for an internal animation and randomization system for an environmental "alien garden" asset (visuals made by a teammate, code by me). Additionally, I set up a simple system to automate switching the "type" of the garden asset (change model, material, animation) by simply selecting an option from a dropdown menu in the editor. This made adding the assets to the level much more efficient for the development team and cut back on the number of individual blueprints required.


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