CIW: Individual Project (Marina)

Title: Underground Cabin House

Name: Marina Victoria Pascual-Izquierdo

Tech: Unreal Engine 4, HTC Vive, Audacity.




I wanted to give an underground theme to my level. Thus, you can see that most of the light source comes from a variety of point lights with colors ranging from red, to blue, to green. I also wanted to make it a bit scary, which is why there are no windows and the halls are pretty narrow. There are two rooms. The first one has 9 skulls distributed on the wall. Each wall has a point light inside of it. Inside this room there is also a table with a bunch of cubes that you can pickup and throw at the skulls. In the second room, there are a bunch of spiders on the wall, and when the user steps into the room, the spiders start moving and the lights changing.


3D Models:

The trees outside the house, the spiders on the wall, the speakers on the floor and the skulls are all 3D models that I found in turbosquid. I tried different models but when I imported them to the engine they would show up divided into parts and without any of the materials so it took me a while to find models that where already put together.


I downloaded all sound files from I have three different sound files that I use for this project. The first one is the background sound of the entire level, which is kind of creepy but not too disturbing. Another one of an evil laugh, which is played every time one of the skulls is hit. And the last one is when the scene of the spiders is triggered. To get this files to work in the engine I had to import them to Audacity and export them as .wav files.


There are three main parts for the interaction of my project. The first one is locomotion. The locomotion in my level works with the thumbpad of the left motion controller. The second part of the interaction is throwing cubes at the skulls in order to turn of the point light inside the skulls. And the last part is playing a sequence when triggering a box collision.

Individual Project|Yiqi Chang

Welcome to my home

A VR experience where you can explore this house–listen to music, watch TV…

Name: Yiqi Chang

Tech: Unreal Engine 4, Oculus, MagicaVoxel and Photoshop

Video Documentation:

Concept: I simply want to make a simple VR experience where you can really walk around in this house, drink something, watch something, listen to something and relax–like you really would do in your home. Continue reading

IndividualProject:The Fight Against Empire Tie Fighter (Tony Zetong Yang)

For my individual project, I built a simple project with a theme of Star War.

The mechanism of the game is simple: You are standing on a piece of translucent yet glimmering surface in space, with stars scattering around you. In front of you floating is a handle of lightsaber just like the one in Star Wars. When you step up and grab the handle, the saber turns on with green laser shooting out. Then, in distance there will be a Tie Fighter coming for you and you need to use your saber to defend yourself. After being hit twice, the fighter will explode and you win.

Collaborator: Zetong Yang

Tech: Software: Unreal Engine, Spacescape

         Hardware: HTC Vive

Video Documentation:

Creating Immersive Worlds: Individual Project | Zeerak Fayiz

An Afternoon in the Backyard VR©

An Afternoon in the Backyard VR, is meant to be a very simple and relaxing experience. Imagine you were on vacation and were living in a nice house in the suburbs. It’s the beginning of Spring, and flowers are in full bloom: it’s a perfect day to just sit out, enjoy nature and maybe take a dip in the pool. Sounds amazing, right? Wait till you experience it!

Created By: Zeerak Fayiz

Tech: Unreal Engine 4, & HTC Vive

Video Documentation:


With help from, I was able to find a background audio that plays throughout the experience. The audio includes typical sounds like birds, crickets, the “air” sound you hear when you’re outside the house, etc. At first, I just put the sound in and forgot to loop it, but then once I tested the experience, I realized the sounds stopped after a while, and the experience felt incomplete. So, I went back in and looped it.


Visuals were focused a lot on during the creation of this project. I made sure that the experience actually feels like one is in a backyard, with a nice house and swimming pool. For a lot of things, I just used the default textures and materials available in Unreal Engine, mainly because they were available and worked well in the environment. However, the soil on which the bushes are growing, the flooring texture for the walking path and swimming pool were all downloaded and adjusted. I had to ensure that all the textures were real enough as well – I went online to create bump maps for many of the textures to make sure they did not feel ‘flat’.

I also made sure that the pool looked as realistic as possible, inside and out. Even though I used the default Lake Water material for it, I had to adjust the water color and texture coordinates to make it look like it does. I also added a Post Process Volume to it and changed the tint color so that when the player goes inside the pool, it’s all blue and transparent-ish. Moreover, the pool also has a Physics Volume so that when the player goes in, it actually gives off fluid/floaty effect – water has a different viscosity than air.

Below are some snapshots:


The most basic interaction I guess is walking around. I made use of the simple teleport locomotion, as I felt that was sufficient enough for the experience. Of course, I also tried very hard to get other forms of interaction to work in the environment. In the beginning, I thought I’d just create a ball, and allow the player to pick up and throw it around, which could work – people, especially younger people do tend to play in the backyard. However, I later thought that the ball wouldn’t really make as much sense. Instead, I decided to focus on trying to allow the player to pick flowers; it is Spring after all, and one may want to pick a few flowers and put them in the house. To my dismay, I struggled a lot in implementing this part of the project.

At first, I tried to look up tutorials on how to add interaction to the flower, but then because the flower was not a single mesh (it is a combination of numerous meshes), things became complicated. I managed to make the flower into a single static mesh, but then for some reason, the collider stopped working. After that, I asked Cheryl to help me implement the ability to pick-up objects, since I remembered she had similar interactions in her group project. Even she was not able to figure out why it wasn’t working.

The other way I tried to go about it was that I imported the blueprint box mesh that a pawn can pick-up, and changed the box mesh to the static flower mesh. Interestingly, what started happening once I imported that into my world was that the flower would fall through the ground. To counter that, I tried adding a Blocking Volume to the ground, but even that did not work. Funnily, when I turned on physics on other objects too, they started falling through the ground too. Not able to figure it out, I asked Cheryl again, and both of us found this super weird since my objects/meshes had colliders on them.

In the end, I was not able to figure out the pick-up action, hence, my experience lacks it. On a side note, I also struggled with adjusting the environment (and maybe navmesh settings?) so that the player would be able to use the stairs to go in and out of the pool. It worked in the beginning without the stairs (like the player could teleport in) but then it stopped working later after I re-adjusted the navmesh).

Overall, I feel that I could have done so much more with the experience if I had more time, and had not run into technical difficulties. Nonetheless, I still enjoyed working on it, and would love to continue and build on it, and hopefully figure out the pick-up interaction soon.

Immersive Individual Project: Underwater (Quinn)




An underwater experience that users feel themselves floating in the ocean.



  • Visual
  1. Glasshouse plus metal stairs – so that after users go through the surface, they can actually see the beautiful views outside the glass house.
  2. Bubbles – to have a feeling of underwater, I add a particle system
  3. Twist water – the difficult part of the whole project is the effect of the twisting water effect and also the sunlight through the water
  • Audio

“underwater.wav” solves everything

  • Interaction

I try to keep the project as simple as possible so that users can focus on the underwater experience itself. So the interaction is just touching the box, then the player begins to float upwards.

Further Development:

  • free movements instead of cinematics, so that user can have a better experience
  • add the effect of swimming arms


Individual Project: Home of Sans and Papyrus (Katniss)

Home of Sans and Papyrus

[reproduce  Sans and Papyrus’s home (from the game Undertale) in VR]

Name: Katniss Linjie Kang

Tech: Unreal Engine 4, Oculus Rift, Photoshop

Video Record


I decided to make a VR version for one of my favorite scenes from the role playing video game Undertale. I chose to re-make the home of Sans brothers. There were orignally much more interactions and more details, but due to the time limit I didn’t manage to reproduce everything.

3D Models

I again downloaded 3d model files from the Free3D website and the turbosquid. However, to make sure that everything looks like the video game scene, I used photoshop to draw some pictures and used them as texture. I also made several adjustments in my VR version of the house, just to make everything look more logically right in a 3D scene.


The background music is the original bgm for the game scene. I imitated the sound of digital typing by downloading wav file from freesound, but it is not exactly the same.


I chose to use teleport instead of moving iin the game. Though in Undertale the game there’s no way for the character to jump around, I feel it is better to do so in VR scenes. I also tried to imitate the introductions for each object in the game by having texts poping up whenever the player get close to an object. It is pitiful that I failed to find a chart to put the lines in.

Pictures & Comparism


One thing is that I failed to adjust the light properly. Therefore in the VR version of the scene, some  corners seem to be too dark while some too bright that the textures/ pictures are all covered by the light, and neither of them can be observed clearly. I’ll definitely try other means to light up the room next time. Besides, the scale of the room seem to be a little bit bigger than I expected – when I started building the room, I didn’t get the chance to use a headset to check everything. Actually the room I made was even bigger, I once tried to scaled everything into half of their sizes, but it is still not satisfying. Next time I need to start my VR test as soon as I started to build the project to make sure that it does not look weird.


Cheryl’s Individual Project – Don’t be a sheep

[Don’t be a sheep]

Don’t be a sheep is an experience where you are thrown into a claustrophobia-inducing steel box in the darkness. The only light you can see is either the angel, or if you hold up the lantern. However, if you follow the angel, you will enter an even worse situation…

Video Documentation:

Individual Project by De’yon Smith (Grewell)

De’yon Smith

It was really interesting and engaging to work on my individual project for Immersive World. At the beginning of the course, I doubted myself as well as my capability to create something unique and creative.Creating a project in unreal engine is both exhausting, tedious, but also very rewarding and eye-opening. During the course of the semester, we had to create both a group project and individual project. We put most of the time into our group projects but it allowed the concepts and ideas that we created and didn’t put in our group project to be able to be implemented into our individual project. When creating something so unique and customizable based off your preference I realized that you can easily be inspired to implement a feature or concept into your own personal project.

I wanted my individual project to be “out there” so my idea came from a conversation I had with my friend who was going to go to health and Wellness to talk to a counselor. She stated how uncomfortable she felt inside of the office as well as the feeling like you’re still inside the Academic Building dealing with personal issues.  I wanted to create an outer body experience but also be attached to the world. I created an intense therapist office. The office itself would resemble a home because it will a give more of a comfortable feel to the user. This would be a creepy but also engaging and enlightening experience. I wanted the user to be able to listen to my voice and feel as if they were in my immersive world listening to a licensed therapist but he would be played from the speakers of the room. This experience is supposed to resemble something like Inception or the Matrix where you fall into a work and you have someone guiding you through your journey. I was inspired to create a black mirror-like theme.

I created a fire walkway to create suspense for the user. Once the user walks through the doors he is fully immersed in the office. He walks towards the chair and sits down both in the physical and immersive world. I put a chair in a few feet away from the screen in order for the user to feel like he/she walked into the office and actually got a seat.  The user’s seat is a recliner chair that I put into unreal to create a comfortable and realistic feature. The chair is located right next to the window so the user is able to sit down in the chair and look through the window and gaze upon the outside sky. The lighting in the room is fairly dark so the windows really create extra light for the user. It creates an effective natural spotlight that is somewhat bright but also warming.

The audio aspect of the project is my favorite part because I feel that it really makes the user become fully engaged in the experience. So the user hears the fire burning when they walk through the walkway as well as the door creeping open. Once fully sitting down and in the chair, a ticking noise will begin to play in the background insinuating a hypnosis feeling for the user. The clock will insinuate that you have begun your journey into the experience fully.There’s also a buzzing noise to implement a noisy but subtle sound constantly playing as soon as the user walks in.

Some issues that I struggled with is operating my local motion. I tried to implement the basic teleporting but for some reason, it wouldn’t work because I previously tried to implement the gliding technique from my group project in it, and then it became so tangled and confusing that even when I tried to start over it still didn’t work correctly. Unfortunately, I couldn’t get much user testing videos because I began to run out of time as well as couldn’t figure out how to operate the locomotion.

I contemplated recording my voice and adding it to the immersive world, instead of me creating a list of questions and reciting it as soon as I see them comfortable in the chair. I think recording myself might be added to the experience more but I particularly thought it was interesting to have the user physically still tied to the physical world while experiencing the virtual world. It’s like getting the full immersed therapy experience with a hint of creepy and for free. I think most people are nervous the first time they are going.

As for the material I implemented chairs and tables that I used but created new textures and metal for the chairs and other furniture. I also implemented trees with a dark brown on the bark to really give the environment a darker color. I wish I could have implemented more furniture or added to the experience more, but I also like the idea of an empty room with lots of sounds running in the back while you’re having a conversation with your physical body. I wanted the user to feel like it’s their subconscious who is in the home speaking. Just a voice that speaks to you while you experience the simulation.

Overall, I really enjoyed working on this project. It was a phenomenal experience, I wish I had more time and that it was at a different point in the semester because even though I started working on it a week before, exams began to interrupt my VR scheduling and ruin my creativity. I hope to continue to work on this in the future and let other users fully experience it!


Olesia Ermilova, Individual Project, Creating Immersive Worlds, Spring 2018




For this project, my goal was to learn how to set up motion controllers, add shooting features, scoring system myself. This project is mostly about practicing the skills that I have acquired over the course of the class as well as my further mastering of the features Unreal provides.

The game is set up in a simple way; the user starts in a small room with spooky sounds, red blinking lights and zombies coming from multiple places. My initial idea was to create AI’s that would follow the user but by the time I learned how to do that I was making too much progress with the simple character blueprint that I had been using. So, my next step would be to make an AI follow the user, so once it hits the user, the game ends and the score appears on the screen.


I have created several modes for this game as well as widgets for the scoring system. The user can shoot at the panel “quit” which stops the game. As soon as the user hits “quit”, the final score appears on the screen and the game ends immediately.

Upon hitting the zombie, the score automatically updates on the screen in front of the user.

These are the main features of the game that I wanted to learn how to use.


Zombies come one by one. There is blood on the walls as well as spooky red lights.

For further development, I want to make the lights flicker and go on and off from time to time.


To be honest, I didn’t spend too much time on the layout of the environment. I get it how all the textured are made for UE4 (thanks to Blender), so I mostly focused on the technical side of the game. For me it was mostly about the actual process of learning father than putting all the thingsI find online into the game.

So, I relatively quickly created the room, the textures for the walls, the blood stains and the zombies. Once I got this done, I moved on to the functionality, precisely, the biggest challenge was creating my own VR pawn that would trace the actual motion HTC controller, hit the target, have a visual representation (aka smoke) once the user hits the target. I also attached a line trace to the gun so that it is easier for the user to shoot. As of now, the gun acts weird sometimes because of the calibration. I will have to take a closer look at it in the future.

After the VR pawn was done, I moved on to the widgets, linking the shooting to the score update screen, making the game stop one the user hits “quit”. These things took me the longest time.


-Unreal Engine 4

– Blender (for the zombies)

– Photoshop (for the textures and blood stains)

-HTC Vive


As I have said before, the improvements I will definitely  implement are the AI following the user, the flickering lights, the sound attached to the gunshot, move rooms for running around and hiding. Also, I would like to add another level to this basic game, so that when the user escapes the zombies on this level, he might go to another level and continue shooting other evil creatures.