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Rachel West

3D Artist and Game Developer

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Doomsday Delivery

In the near future, many parts of the world have been ravaged by war and climate change. Due to desperate times, you are tasked to deliver medical supplies via a repurposed pizza delivery mothership.

In this VR simulation, you as the player must pilot the mothership to emergency medical camps, assemble medical supply kits, and deploy said kits via drone while attending to emergency events. This project is my Master's thesis, and also utilizes a haptic chair for enhanced immersion.
Personal Responsibilities
Team
Project Management
Ideation
3D Asset Creation
Texturing
Animation
Visual Effects
Scripting Support
Nick Reno
Rachel West
Ana Thomas
Zoe Mithaug
Kevin Long
Timeline
January - April 2024
Software
Blender, Maya, Unity 3D, Substance Painter

Check out this project's Behance page!

Contributions

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Vito Mothership III

The name for the Vito Mothership III comes from the in-lore name of the pizza chain, Vito's pizza. Why is it the third? Just because.

A core feature of the ship are the three stations that surround the player, which can be rotated to suit the needs of what task needs to be done. In front of the user are two stationary screens, one to display a view of the outside environment and the other to display tasks and fuel. To the left is an oven, which stores the medical supply kit between station switches.


From base design concept to the final model, most of what that player sees in the mothership was hand modeled and textured in Maya and Substance Painter. Design-wise, our focus was to emulate the bronze and silver plating you would find in a traditional pizzeria, combined with the piping and controls you may visualize when thinking of a futuristic ship.

Environment

To solve an issue of having a finite world. I built a globe comprised of building clusters, in which are only 6 modular structures. For extra effect, I added 3 concentric spheres with an alpha texture. By adding a slow, random rotation to these concentric spheres, I could simulate surface fog. In addition, the player's ship is placed within a textured sphere to simulate the sky and clouds in the horizon.

By making the environment a sphere, we can also simulate the player moving forward by rotating the globe toward the user's view. In an effort to reduce the amount of unnecessary objects being rendered at a time, I added a trigger area so buildings out of view remain inactive.
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Other Effects

What I enjoy most is working on small items to contribute to overall polish. This includes simple animations, particle effects, fog, lighting, and post-processing. 

In addition, I had the opportunity to work with Unity shader graphs for the first time to create dithered screen effects. I hope to learn more and create more stunning effects in the future through continued experimentation.

Interaction Design

The primary gameplay consists of standard grip and button inputs for ship interactables. In addition, to navigate the delivery the drone the player must use a virtual game console, which similarly matches up to the touch controllers. 

A unique feature of our project is our choice to incorporate a haptic chair for enhanced immersion. This entails acceleration pull when moving the mothership, and jerks for cases such as an in-game malfunction. The integration is surprisingly simple; the chair's movements are simulated based on whatever object in the scene is assigned the base script. Most of the time from our haptics specialist was spent refining this object's movement to make the experience feel real and enjoyable.

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Prototype Concepts

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Trailer Video

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