Virtual Reality 😎

“Virtual reality is all about democratizing storytelling. It gives people more control over the experience. Instead of trying to force a story upon you, we try and give you this huge playground through which you will create stories that you will then share through this medium.”

— Chris Hickman

 
 

© Hamida Khatri

I am spearheading the conceptualization, designing, and implementation of transformative virtual reality (VR) gaming simulations aimed at illuminating the deeply entrenched issues of gender-based violence (GBV) under the umbrella of my doctoral project, the VR Catalyst supported by the University of Texas at Dallas, Jonelle & Bryce Jordan Scholarship in the Arts, and the American Psychological Association.

This ambitious endeavor entails a multifaceted role as I navigate through comprehensive research, complex character and environment development, advanced 3D modeling, innovative VR simulation programming, and meticulous testing processes to bring the story of trauma, resilience, and empowerment to life. Leveraging my expertise in information architecture, I am converting complex navigation and process flows into an engaging, user-friendly, and visually captivating VR experience.

I am integrating best practices in game design, 3D modeling, sculpting, texturing, world building, character creation, player interaction, navigation and control, locomotion, UI/UX design, physics, lighting, performance optimization, playtesting, spatial audio, and haptic feedback to enhance the immersive quality of the VR simulation, offering a profound and transformative journey into one of the lived experiences of those grappling with the aftermath of GBV.

 

PLATFORMS

Unreal Engine

RivoPoint POP 2

Blender

ZBrush

Maya

Marvelous Designer

iClone 8

Character Creator 4

MetaHuman

uDraper

Meta Quest Developer Hub

Oculus

MY ROLE

Project Lead

Researcher

VR Developer

Level Designer

Content Strategist

Quality Assurance Analyst

YEAR

2023 - Present

MetaHuman Development

To initiate this process, I used the RivoPoint POP 2 3D Scanner to capture a detailed scan of my face. This high-resolution scanner offers incredible precision and detail, enabling a highly accurate digital representation of facial features and structures.

The scanned data was then imported into Unreal Engine, where it underwent a series of conversions and refinements. The raw scan was processed to create a detailed and articulated head mesh, which served as the core 3D structure for the character's face. This process involved refining the mesh geometry, optimizing the topological flow, and ensuring the mesh maintained all the detail captured during the scanning process.

Following the mesh creation, the next phase was the integration of the head mesh with the MetaHuman body in Unreal Engine. The MetaHuman body provides a high-quality, customizable human model that served as the basis for the protagonist. By replacing the default head mesh of the MetaHuman model with the scanned head mesh, I was able to create a unique and personalized avatar that embodied the character of the protagonist.

This sophisticated blend of 3D scanning technology, Unreal Engine's advanced processing tools, and MetaHuman's high-fidelity human models, resulted in the protagonist character that is not only visually compelling but also emotionally resonant, fostering a deeper sense of immersion and connection for the player.

 

One of the intricate tasks in the development process involved the meticulous shaping of the MetaHuman. This required careful attention to crafting a realistic representation that reflected the complexities of human appearance and emotion. I worked extensively on refining the skin texture and facial features, from defining eyebrows, lips, eyelashes, and teeth to shaping the mouth, eyes, ears, and cheeks. This level of detail, while challenging, was crucial in building a relatable and emotionally engaging virtual persona, making the VR experience even more immersive and profound.

CLOTH SIMULATION

 

To infuse an authentic cultural touch to the protagonist's attire, I turned to Marvelous Designer and uDraper Unreal Engine plugin for creating realistic clothing simulations. My aim was to encapsulate the nuances of Eastern clothing, particularly a traditional tunic shirt and shalwar.

Marvelous Designer, a cutting-edge 3D design software, is widely acknowledged for its ability to create lifelike virtual garments. I utilized its extensive capabilities to design a traditional tunic shirt and shalwar, paying attention to the intricate folds, pleats, and drapery that characterize these garments. The intuitive interface and rich toolset of Marvelous Designer allowed me to craft highly detailed and realistic clothing that truly echoed the Eastern aesthetic.

Once the garment design was finalized in Marvelous Designer, the next step involved bringing this dynamic clothing simulation into the Unreal Engine. Here, the uDraper Plugin served as a critical tool. uDraper is a powerful Unreal Engine plugin designed specifically for real-time cloth simulations. By importing the clothing design from Marvelous Designer into Unreal Engine via uDraper, I was able to maintain the high-quality, lifelike dynamics of the garment during gameplay.

This meticulous process not only ensured a visually engaging representation but also emphasized the cultural context of the protagonist's story, thereby enriching the immersive qualities of the VR experience.

MONSTER CHARACTER DEVELOPMENT

After initial development of the MetaHuman in Unreal Engine, I exported the .obj file into Character Creator 4 (CC4). This phase of the project was the most fun for me!

In CC4, I manipulated and honed the features of this monstrous entity, enhancing its menacing and intimidating appearance. I painstakingly altered the skin, facial features, and introduced grotesque distortions to the mouth, teeth, and eyeballs, imbuing the monster with a distinct sense of malevolence and terror.

Furthermore, I altered the body shape and hair. The character refinement process was then taken a step further by importing the model into ZBrush, a digital sculpting tool known for its ability to create high-definition 3D models with incredible detail.

I also leveraged CC4’s powerful animation tools to animate this monstrous entity.

ENVIRONMENT DESIGN

Designing the physical layout of a virtual environment is an essential phase in the process of creating immersive VR experiences. For the development of this VR project, I used Autodesk Maya, a robust 3D modeling and animation software, to draft the initial blueprint of the VR environment.

Maya's expansive suite of tools and features allows for a flexible and powerful approach to environment creation. Starting from a broad-strokes layout, I was able to conceptualize the fundamental structure of the environment, defining spaces.

Once the environment's layout was defined, I focused on detailing the elements. This involved refining the shapes, adjusting the proportions, and sketching the initial textures. The goal was to create an intuitive and visually compelling space that would serve as the setting for the VR narrative.

Upon finalizing the blueprint in Maya, it was then imported into Unreal Engine for further development, optimization, and integration with other VR elements. This synergistic approach—using Maya for the initial design and Unreal Engine for finalizing and animating the environment—proved to be highly effective for this project, ensuring a comprehensive and captivating spatial experience for the player.

ENVIRONMENT DESIGN LEARNING

The creation of a virtual environment is a crucial aspect of any VR simulation, setting the backdrop against which the narrative unfolds. In this project, it was my responsibility to create an environment that would accurately reflect the protagonist's journey. This task required me to learn and master the techniques of environment design.

My journey began with extensive online research, leveraging the boundless resources available on the Internet. I discovered numerous tutorials on YouTube that were instrumental in helping me grasp the basic concepts of environment design, from terrain sculpting to texture application and lighting techniques.

However, to create an environment in Unreal Engine 5, I turned to a more specific resource: Unreal Engine's official documentation. By following the step-by-step instructions provided in the Creating Landscapes in Unreal Engine guide, I was able to understand the engine's comprehensive suite of landscape editing tools.

These tools allowed me to mold a basic terrain into a more detailed and realistic landscape. I sculpted hills, valleys, and other natural landforms to create a visual narrative of a naturalistic environment. Additionally, I used Unreal Engine's powerful texturing and lighting tools to give the environment a more realistic and immersive feel.

The skillset I honed during the course of learning environment design was instrumental in shaping the final VR project. The valuable insights garnered from the tutorials were directly employed to create a compelling and immersive virtual environment, thereby significantly enriching the overall VR experience.

VR CASTING

The journey of creating a compelling VR simulation is an iterative one, involving continuous refinement and improvement to ensure an engaging and immersive experience. For this project, I embraced an iterative approach right from the inception, using Unreal Engine as the backbone of the VR application.

The project's genesis began with a blank canvas in Unreal Engine. I started by mapping out the spatial structure of the hallway (taking inspiration from the Maya file that I exported earlier) the central environment of the narrative. This involved creating the basic geometry of the hallway and defining the architectural features that dictated the overall atmosphere of the experience.

As the project continues to evolve, I keep revisiting and refining these elements. This iterative process, involving repeated cycles of design, implementation, testing, and refinement, is instrumental in progressively enhancing the VR simulation's quality, realism, and immersive potential.

LATEST VR CASTING

At this stage of development, I'm conducting thorough testing of the VR simulation. Rigorous testing plays a pivotal role in ensuring that the simulation runs smoothly, provides an immersive experience, and achieves the desired objectives. It aids in identifying any potential glitches, performance issues, or areas of improvement in the interactive narrative.

The process involves an exhaustive examination of all aspects of the game, from functionality and performance to the user interface and overall user experience. It's crucial to assess not only the technical facets but also the emotional impact and interpretive potential of the game, ensuring it accurately and empathetically mirrors the protagonist's experiences.

While the project has made significant strides, it is still very much a work in progress. As the project continues to develop, I anticipate refining the narrative, fine-tuning the character models, and enhancing the immersive qualities of the environments based on feedback and testing results.

Please, click on the play button below to see the latest iteration of the VR simulation using the MetaQuest Pro headset.