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  • Contact

A Virtual
​Disaster

2016 - 2017 Games


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The purpose of the simulation in “A Virtual Disaster” is to show how virtual reality can be used to teach search and rescue training to first responders. Having well-trained search and rescue personnel is important, especially during times of disaster, as they keep us safe. However, training can be difficult, as it mostly relies on live drills and handbooks, training methods that are either too costly or not comprehensive enough. With virtual reality, however, training becomes both comprehensive and cost-effective. As technology improves, immersive virtual reality can be used to properly educate first responders.

Download the zipped game by clicking here

Did you try the simulator? Click HERE to let us know what you think!


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Projected ESRB rating: E for Everyone
​
Tag Line: Preparing for the worst
 
Summary:
The purpose of the simulation in “A Virtual Disaster” is to show how virtual reality can be used to teach search and rescue training to first responders. Having well-trained search and rescue personnel is important, especially during times of disaster, as they keep us safe. However, training can be difficult, as it mostly relies on live drills and handbooks, training methods that are either too costly or not comprehensive enough. With virtual reality, however, training becomes both comprehensive and cost-effective. As technology improves, immersive virtual reality can be used to properly educate first responders.
 
Features:
  • Virtual Reality Incorporation
  • User Tracking
  • A FEMA-guideline based training course
  • Three levels that teach search-and rescue skills
 
Minimum System Requirements:
           Processor: 2.5 GHz processor
           RAM: 4 GB
           System: Win 7
           DirectX 10


- - - - - - - - - - - - - - - - - - - - Credits - - - - - - - - - - - - - - - - - - - -

SIMULATOR Director / RESEARCH: Miranda Bernheim

Week 1: Planning

Week 2: Planning, research

Week 3: Planning needed assets, level planning

Week 4: Created printer, desk, outside window, door

Week 5: Created couches, plant and pot

Week 6: Research, began writing abstract

Weeek 7: Paperwork, finished abstracted, started research paper

Week 8: Finished first draft of research paper

Week 9: Finished first draft of presentation

Week 10: Continued research and writing, created desk fan

Week 11: Editing final drafts of research paper and presentation, level design, floor hole.

Week 12: Floor hole models, writing script for presentation, level planning.

Week 13: Made large and small rubble piles, watercooler, fourth level plans.

Week 14: Made rubble piles, Tv, conference table.

Week 15: Direction and preparation for presentation.

2D & 3D Artist, Level Designer: Alex Byerly

Week 1: Planning.

Week 2: Planning, research.

Week 3: Level planning.

Week 4: Tree branch, support beam, level planning, coffee table.

Week 5: Survivor model, broken window, wall window.

Week 6: Survivor animation, coffee machine.

Week 7: Coffee pot, coffee machine, buildings.

Week 8: Buildings, road.

Week 9: Road, swivel chair, small roof rubble, large roof rubble.

Week 10: Button, HUD planning, instruction planning.

Week 11: Shoe clue, gas pipe, Oculus viewing check, stapler.

Week 12: Contract work for “Scary Skeleton” Game Group.

Week 13: Contract work for “Scary Skeleton” Game Group.

Week 14: Contract work for “Scary Skeleton” Game Group. Mechanical 3D printed experimentation

Week 15: Mechanical 3D printed experimentation.

Programmer: Joseph Grzelka

Week 1: Planning.

Week 2: Planning, research, highlight mechanic.

Week 3: Teleport mechanic, clue mechanic.

Week 4: Teleport mechanic, clue mechanic.

Week 5: Level movement, clue mechanic.

Week 6: Level design, highlight mechanic.

Week 7: Level design.

Week 8: Level design.

Week 9: Level design.

Week 10: Level design, oculus setup.

Week 11: Updated teleporting, fixed door movement.

Week 12: Level design, prop placement.

Week 13: Level 3 level design, rising water.

Week 14: Fixed teleporting issue, fixed clue error in level 2.

Week 15: Made new main menu.
​
Week 16: Screenshots, compiled for VR.

Programmer: Garrick McCann

Week 1: Planning.

Week 2: Planning, research.

Week 3: Began creating interaction mechanic.

Week 4: Began creating moving/teleporting mechanic.

Week 5: Scrapped and redid moving mechanic.

Week 6: Placed 3D models into game to see if any models needed improvements.

Week 7: Continued to place 3D models into game.

Week 8: Began working on loading zones.

Week 9: Finished loading zones, began researching decals.

Week 10: Added motivational posters via decals.

Week 11: Researched and created 3D widgets for HUD.

Week 12: Created widgets for different interaction events.

Week 13: Fixed certain interaction events that were bugged.

Week 14: Furnished second and third level.

Week 15: Began fixing rotations when moving between sections of a level.
​

Week 16: Finished fixing rotations

Sound Design, 2d & 3D ArtIST: Evan Scarborough

Week 1: Planning.

Week 2: Planning/Research.

Week 3: Level planning, asset planning.

Week 4: Filing cabinet, empty filing cabinet, drawers.

Week 5: Coffee cup, mug, straw cup, pen, pencil, hanging wires, wire bundle, ceiling light.

Week 6: Microwave, computer monitor, keyboard.

Week 7: Map, gui, level planning.

Week 8: finished GUI, started broken wall.

Week 9: Finished broken wall, big rubble pile, spreadsheet.

Week 10: Sounds, big rubble pile, map.

Week 11: Created layout for level 3.

Week 12: Assisted other teams to create assets and particles.

Week 13: Created map for level 3.

Week 14: Contract work for VR History Museum.

Week 15: Contract work for VR History Museum.

Week 16: Video Trailer Production.

    Contact the Director: Miranda Bernheim

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