VR HOUSE SCOPING
PROJECT ROLE
Designer & Co-Developer
PROBLEM
The subject matter expert needed a way to train their associates on how to scope water damage in a home when the option of hands on tutoring from a mentor wasn't readily available. This was especially important because some scenarios are much less common and harder to train out in the field, but were still very important to know.
SOLUTION
We suggested utilizing our newly acquired VR tech because we felt it was the best option to create a realistic representation of what the associate would experience. We mentioned that we could create pretty accurate damages based on real life reference photos, as well as other real world features they would use such as their phone as a camera. The VR tech also provided a controlled environment as well where the associate doesn't run the risk of being harmed by debris like they could out in the field.
TOOLS
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Adobe Premiere
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Adobe Photoshop
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Adobe Audition
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Adobe Illustrator
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Blender
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Substance Painter
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Microsoft PowerPoint
STORYBOARD
I started by creating a storyboard in PowerPoint to explain to the subject matter experts how the VR experience would function. They weren't very familiar with the tech so I explained to them not only how it works but how we'll utilize it for the training. I provided which buttons on the controller would be used for which function, how the training would flow and how each room would be laid out in the 3D world using visual references I hand drawn.

VOICEOVER RECORDING
After I wrote the tutorial script, I went into Audition and used my personal studio mic to record the voiceover. I applied a few effects to lighten my pitch and after I cropped out my mistakes, I sent them to our VR developer to begin coding the tutorial in Unity.

ASSET DESIGN
We managed to find several of the assets for each room using online stock websites but we still had to edit quite a few of them. We edited the textures in Substance Painter and the 3D assets in Blender to match the subject matter expert's specifications.

ASSET PLACEMENT
Next we created the model layout for each of the rooms that would be in the experience, which included a basement, bathroom and kitchen. I then placed the 3D assets into the rooms based on the storyboard I created.

LIGHTING EFFECTS
I used Blender to include several effects for each room in correlation to the specific lighting that had to be used for certain assets. These included adding reflective effects for glass and shine for metallic textured assets.

DAMAGE
The damage I designed in Photoshop based on images provided by the subject matter experts, as well as images I found on Google. I had to be sure to design them in accordance to Unity's specifications for our VR Developer.

USER INTERFACE DESIGN
I designed the assets of the user interface as vectors in Illustrator so the VR Developer can resize them as needed and they wouldn't lose resolution. These include things like the NEXT/BACK buttons, information boxes and interactive icons.

TUTORIAL VIDEOS
Lastly, I edited videos for the tutorial showing how some of the controls work and how to interact with certain assets in the experience. I used pre-recorded footage of the demo provided by the VR developer to create these videos.
