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VR App for Cruise Bridge

This VR application enables customers to modify and interact with a cruise ship bridge design in a multiplayer environment.

By immersing customers in a virtual yet realistic bridge setting where they can rearrange components and explore different layouts, it enhances their likelihood of making a purchase.

Unreal Engine, Blender, BSDF-Materials and XR-interaction.

The result was a cross-platform multiplayer VR template created in Unreal Engine. Initially deployed during sales, its rapid development and features convinced a client to finalize a contract with Vard. It was later used for an international remote workshop to discuss layout designs, contributing to a cruise ship bridge now under construction.

OUTCOME

OpenReality - VR Template for Unreal Engine

These are two iterations of the prototype. The first one with advanced functionality, testing out a multitude of features, to explore what the customers saw as valuable. The second iteration is simplified, with improved light, ocean, and limited interactive functionality. 

Modify the world

Internship

Duration

8 Weeks

Team

Theodor Burås - PC Version

Me - VR Version

Field Studies

We engaged closely with ship crews to gain insights into their operational routines, using this knowledge to inform our VR template design. Detailed reference imagery was collected for accurate modeling and texturing.

Assembly and Interaction

Following the technical specs, I pieced together the assets and incorporated interactive capabilities, enhancing an Unreal Engine multiplayer base.

Creating Assets

Using references from field studies and Vard's blueprints, I carefully planned and executed the creation of assets, pushing the limits with a 500k triangle polycount while ensuring the final scene maintained optimal performance.

Optimization and Distribution

Achieving high performance was crucial. Despite the high polycount, the application ran at 72fps and was further optimized to 90fps for the Meta Quest AppLab distribution to partners, for which I was solely responsible.

Process

Field Studies

We gathered insight from the crew to understand how they achieved situational awareness and what tools and overlays we could create in the VR template to support these actions for simulating the different situations. Also, taking reference images for modeling and texturing. 

Assembly and Interactions

Assemble the assets according to technical drawings. Add player interactions with Unreal Engine's Blueprint scripting language to modify the scene, adding sight lines, changes in weather, and different screen layouts. Building on an existing multiplayer template provided by Unreal Engine.

Creating Assets

Using technical drawings from Vard, I started creating assets using reference images from the field studies in combination with technical drawings from Vard. It was essential to have planned the fidelity of the assets to within the polycount-budget of 500k triangles in the final scene.

Optimization and Publishing

To lower the threshold to use OpenReality, it had to be a standalone application distributed through the Meta App store. The application hit the 72fps requirement through optimizations, and the second iteration achieved 90fps. I was solely responsible for the Meta Quest application and distribution.

My Role

Field studies, Quad Modelling, VR Optimization and Quest Store distribution.

Duration

8 Weeks

Team

Theodor Burås

Gallery

3D models, textures, and renders made in Blender by me.

Read the article

Download and read the article written about this project, published in the Ocean Engineering Journal.

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