Dino VR

Interaction Designer & Developer · Unreal Engine 5 + VR (Meta Quest)

An immersive educational experience built for standalone VR, where players explore a prehistoric ecosystem and interact with dinosaur species, plants, and artifacts. I designed and implemented the entire player interaction system in VR, including motion controller input, world interaction, and the events that shape the educational narrative.

RoleInteraction Designer & Developer
EngineUnreal Engine 5
PlatformMeta Quest (Standalone VR)
Dino VR jungle encounter scene

Full gameplay video coming soon

Scan → Highlight → Feedback
(visual + audio + haptic)

Player Interaction System (VR)

Interaction that feels tactile, not menu-driven

Built the full interaction layer between VR motion controllers and in-game actions, designed to give meaningful feedback for every action, from scanning an egg to approaching a full-size dinosaur.

  • Controller-based interaction logic: pick up, point, trigger, scan, extract samples
  • Sample collection system where players scan plants, eggs, and dinosaurs with a scanner tool
  • Responsive feedback loops combining visual, audio, and haptic cues
  • Dynamic object highlighting and UI panels that respond to player focus

Scan Nest → Trigger Event
T-Rex Encounter

Environment & Trigger System

A world that reacts to curiosity

Built the logic behind the world's interactivity: looking at, touching, or scanning objects unfolds events that teach or guide the player.

  • Area-based triggers that control world state changes, like a T-Rex emerging when you scan a nest
  • Scripted transitions tied to player progression, unlocking new areas after tasks
  • Environmental pacing tuned to balance education with moments of surprise
  • Sound and animation cues synced to world changes in real time
UX & VR Comfort

Designed for people new to VR

Built with museum and classroom audiences in mind, many of them experiencing VR for the first time, so clarity and comfort mattered as much as the interactions themselves.

Readable UI in 3D Space

Accessible UI panels that stay legible and intuitive within VR space, without breaking immersion.

Comfortable Interaction

Tuned tool positioning, hand animations, and snap interactions to reduce physical discomfort during play.

Motion Sickness Prevention

Tuned locomotion, field of view, and camera effects specifically to avoid VR motion sickness.

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