VR voor VR - AR Serious Game

Role: Gameplay & System Programmer
Engine: Unreal Engine
Languages: C++, Blueprints
Tech: Oculus Hand Tracking, State Machine Logic, Modular UI Systems

A client-focused serious VR training application designed to help crisis center employees practice decision-making and information gathering in immersive environments

Summary

As the gameplay and systems programmer, I was responsible for building core interaction systems, advanced UI behaviour, and modular dialogue logic to support scalable training experiences.

My role bridged both gameplay development and technical problem solving, ensuring interactive systems were robust, reusable, and intuitive for users, specifically non-gamers in VR.

Results & Impact

  • Implemented gesture based hand tracking and implemented intuitive gesture based game mechanics, including UI and in-game objects, for non-gamer players
  • Developed a modular scalable dialogue state machine allowing for resource dependant dialogue and reward nodes.
  • Created play space setup, onboarding and outro functionality to help guide the player through the game.

Technical Highlights

Gesture-based VR Interaction System

I implemented hand gesture support by integrating the Oculus hand tracking Plugin with the game mechanics. This allowed users to interact with objects and UI elements naturally without relying on controllers, which made the game more intuitive for our non-gamer target audience.

Key contributions:

  • Logic for Grabbing and dragging objects using gesture state detection

  • Custom interaction interfaces for UI and ingame objects

Gesture controls: By grabbing and dragging the map, the player is able to move around the map

Scalable Modular Dialogue System

The training scenario required branching dialogue with varying outcomes based on user input. To support this, I designed and implemented a reusable dialogue architecture using state machines

Key contributions:

  • Custom state machine framework for dialogue flow control using Logic Driver
  • Data-driven conversation nodes with configurable rewards and conditional logic
  • Integrations with UI widgets for dynamic text updates and audio feedbac

The player can click on locations to start dialogue. using gesture controls, if the player makes a pointing gesture they can interact with the dialogue options.

Player Onboarding and Gameplay Loop

To support clear player guidance, I developed modular UI systems tailored for VR interaction towards onboarding, Setting up player play space and outro sequence animations. This allowed for developers to easily modify the player experience.

Key contributions:

  • Player play space setup using object dragging and UI interaction functionality
  • Modular onboarding system with built in visuals
  • Outro animation sequence based on player choices