XR Project

VR JOURNALIST TRAINING SIMULATION

This project explores how VR can be used to train journalists to operate safely and effectively during extreme weather events, specifically hurricanes. The final experience consists of five connected scenarios, each representing a different stage of a journalist’s journey - from preparation to evacuation - designed to flow as a single, coherent narrative.

This project explores how VR can be used to train journalists to operate safely and effectively during extreme weather events, specifically hurricanes. The final experience consists of five connected scenarios, each representing a different stage of a journalist’s journey - from preparation to evacuation - designed to flow as a single, coherent narrative.

Prototype:

Prototype:

Role:

Role:

XR Designer & Developer (Team of 5)

XR Designer & Developer (Team of 5)

Course:

Course:

SI 659: Developing XR Experiences

SI 659: Developing XR Experiences

Project Duration :

Project Duration :

2 months

2 months

Objective

Design an XR experience that immerses users in a high-stress environment and builds real-time skills in situational awareness, emergency preparedness, and safety coordination.


Empower journalists to make critical decisions under pressure, learn safe reporting practices and team communication, without the experience feeling overly “game-like” or scripted.

Design an XR experience that immerses users in a high-stress environment and builds real-time skills in situational awareness, emergency preparedness, and safety coordination.


Empower journalists to make critical decisions under pressure, learn safe reporting practices and team communication, without the experience feeling overly “game-like” or scripted.

This project gave me an in depth understanding of how an XR product is built from the ground up from the initial ideation to final deployment.

Operating as one of five other teams, I learned that a product of this scale only succeeds through radical coordination; it sharpened my ability to communicate effectively, support other teams and work in sync for faster, more cohesive deployment.

This project gave me an in depth understanding of how an XR product is built from the ground up from the initial ideation to final deployment.

Operating as one of five other teams, I learned that a product of this scale only succeeds through radical coordination; it sharpened my ability to communicate effectively, support other teams and work in sync for faster, more cohesive deployment.

outcome

Unity

C# scripting

360 Prototyping

Meta SDKs

Mixamo

3D Model websites

Git


  • Unity

  • C# Scripting

  • 360 Prototyping

  • Meta SDKs

  • Mixamo

  • 3D Model websites

  • Git

tools

tools

Unity

C# scripting

360 Prototyping


Meta SDKs

Mixamo

3D Model websites

Git

Problem & motivation:

While VR offers high immersion, we learned early that immersion alone does not guarantee learning.
If users are overwhelmed by visual effects or unclear interactions, they may miss the intended training outcomes entirely.

Our challenge was to design a VR experience that:

  • Feels realistic and grounded, not abstract or UI-heavy

  • Guides users without breaking immersion

  • Teaches journalistic judgment, safety awareness and teamwork under extreme conditions

While VR offers high immersion, we learned early that immersion alone does not guarantee learning.
If users are overwhelmed by visual effects or unclear interactions, they may miss the intended training outcomes entirely.

Our challenge was to design a VR experience that:

  • Feels realistic and grounded, not abstract or UI-heavy

  • Guides users without breaking immersion

  • Teaches journalistic judgment, safety awareness and teamwork under extreme conditions

Information Gathering & User Research:

We began by interviewing working journalists, including our clients and people they personally knew.
These conversations were critical in shaping the experience.

Key insights included:

We began by interviewing working journalists, including our clients and people they personally knew.
These conversations were critical in shaping the experience.

Key insights included:

In real emergencies, people rely far more on audio cues and environmental signals than written instructions

Electrical hazards (power poles, exposed wires) are among the most dangerous but overlooked risks

In real emergencies, people rely far more on audio cues and environmental signals than written instructions

Choosing the wrong equipment (like a metal umbrella in a lightning storm) is a survival failure. Hence focusing on Gear selection is important.

Journalists often operate under panic, noise and incomplete information. Research showed that under stress, humans lose peripheral vision.

Ideation, Scenarios & Early Prototyping

Based on research, we:

  • Brainstormed multiple real-world scenarios journalists might face during a Hurricane situation

  • Built storyboards and wireframes for five key scenarios

  • Created 360° prototypes to test spatial flow and clarity before building anything in Unity

User Testing with these early prototypes helped us spot problems fast and work on it, especially moments where users didn’t know where to go next or why something mattered.

Based on research, we:

  • Brainstormed multiple real-world scenarios journalists might face during a Hurricane situation

  • Built storyboards and wireframes for five key scenarios

  • Created 360° prototypes to test spatial flow and clarity before building anything in Unity

User Testing with these early prototypes helped us spot problems fast and work on it, especially moments where users didn’t know where to go next or why something mattered.

A Design Shift That Changed Everything…

At first, we leaned heavily on UI canvases to explain things - checklists, maps, buttons, panels, popups.
But the more we tested, the more wrong it felt.

Floating UI panels made the experience feel:

  • Too scripted

  • Too “game-like”

  • Detached from real emergency behavior

That’s when we made a major design decision:

If this wouldn’t happen in real life, it probably doesn’t belong in the experience.

We started replacing text with:

  • Directional voice cues

  • Environmental signals

  • Character behavior and animation

This shift heavily influenced how every scenario evolved.

Scenario 1 - Preparation & Team Awareness

The first scenario takes place in a virtual office, where journalists prepare before heading into the hurricane zone.

The original idea included: A virtual office, A checklist, A 3D map, Multiple other tasks

But user feedback and testing showed these slowed pacing and felt unnecessary. So, I simplified the scenario to focus on only what actually mattered:

  1. Knowing who your teammates are

  2. Selecting critical equipment needed for the field

  3. Realistic Office Environment

  4. Automatic Scene switch

Key Interactions I Built in this scenario

Grab-based object selection

Players pick up tools like a satellite phone, first-aid kit, or umbrella from a table.


These objects later reappear in future scenarios, reinforcing continuity.

I removed teleportation and implemented continuous movement to keep behavior smooth and consistent across all scenes.

continuous locomotion

Gaze-based teammate info

When the player looks at a teammate, a small UI appears with their role and experience - just enough information, without breaking immersion.

Team-following mechanic

I integrated a pathfinding script so teammates follow the player naturally, switching between idle and running animations.


Scenario 2 - Entering the Chaotic Environment

This scenario places users directly into a storm-affected street environment.

Environmental Storytelling:

  • Swaying power poles with electrical sparks, paired with buzzing spatial audio

  • Panicked NPCs, animated individually with layered screaming audio

  • Carefully staged movement paths ensured users always hear or see chaos, no matter where they went

Map & Flow Design

The challenge here was balancing freedom vs. guidance without a fully open world. So we Replanned the map routes to:

  • Start at a road intersection with false branching paths

  • Use environmental hazards (fallen poles, gas leaks, blocked streets) to redirect users organically

  • Funnel users toward a central medical rescue scene, then onward to reporting and evacuation

We also mapped the hurricane’s movement direction so:

  • The storm visually approaches from the coastline

  • Users instinctively move away from danger, aligning gameplay with real-world logic

Key Challenge

  • We struggled with how users should decide where to take shelter.

  • UI-based solutions (eye-tracking panels, mini building models) broke immersion.

  • Due to time constraints, we simplified this into one discoverable safe building, using environmental cues instead of explicit choices.

Scenario 3 - Hazards & Team Communication

This scenario focuses on situational awareness and urgency.

Key Interactions:

Immersive audio & visual cues

Breaking glass particles to showcase both a visual hazard and a roadblock

Acts as an indicator for choosing a path.

Breaking glass particles to showcase both a visual hazard and a roadblock

Acts as an indicator for choosing a path.

A gas leak interaction, guided by:

  • A waving survivor

  • Green gas particles

  • A blinking gas detector to signal urgency

  • Calling emergency services

A gas leak interaction, guided by:

  • A waving survivor

  • Green gas particles

  • A blinking gas detector to signal urgency

  • Calling emergency services

external
emergency

ray + grab interactions

paired with timeline and distance based audio playback so voice lines never overlap and start automatically when in location

paired with timeline and distance based audio playback so voice lines never overlap and start automatically when in location

I built these using

One of the biggest challenges in this scenario was that many real-world tools rely heavily on screens and text-based instructions, which tend to break immersion in VR. Instead of overlaying digital UI panels, I shifted toward more natural guidance methods.

I used blinking animations to highlight urgency, layered spatial audio cues to direct attention and environmental storytelling to communicate context. Rather than explicitly telling users what to do, I designed the experience to subtly draw their attention toward the right action, allowing decisions to feel intuitive and grounded in the environment.

Scenario 4 - Medical Emergency & Ethical Reporting

This scenario went through several iterations.

Originally, we explored - Asking permission before filming & Hypothermia treatment

After discussions with the clients, we realized:

  • We didn’t have the medical expertise to design accurate first-aid training

  • Some interactions added complexity without strengthening learning goals

To keep the experience focused and realistic, we:

  • Removed the filming-strangers interaction

  • Shifted all interactions outdoors to maintain environmental continuity

  • Reframed the medical emergency around an injured teammate instead of a stranger

Scenario 5 - Live Reporting & Evacuation

Goal: Train journalists to deliver a live report under pressure, secure the data and then evacuate responsibly.

This scenario is where everything comes together.

Key Interactions:


  • Grab microphone and umbrella

  • Cameraman animations guide the flow without text

Live reporting setup


(one of my proudest contributions):

  1. Cameraman waves to attract attention

  2. Points to camera → start reporting

  3. Signals evacuation

  4. Packs camera into bag

  5. Waits for the players decision

Complex animation sequence

Evacuation & data safety


  • Open car

  • Grab tablet

  • Use ray interaction to upload files before leaving


All of this happens without text, guided purely by animation and spatial audio.


Audio as the Primary Guide

Across the entire project, audio became our strongest UX tool.

Instead of instructions/UI panels we added:

  • Ambient sounds (wind, rain, glass breaking) trigger on scene load

  • Directional voice cues subtly guide movement:

    • “Come here, on your right”

    • “We should leave, let’s go to another street”

    • “Looks dangerous, check the other street”

Each cue is triggered using carefully placed box colliders, ensuring audio feels reactive rather than scripted.

Challenges & How We Handled Them

Making It Feel Real




Early versions relied too much on UI and indoor spaces.

Moving interactions outdoors Increasing environmental intensity Letting the story guide movement naturally

Balancing Freedom & Control




We didn’t want to force a path, but total freedom caused confusion.

Environmental blockers and false choices helped strike that balance.

Tight Deadlines




In the final week, we made major revisions under pressure.

What I’m most proud of is how quickly the team adapted and stayed aligned.

What I Took Away From This Project

This project completely changed how I think about XR design.

I learned that:

  • Immersion without clarity is meaningless

  • Audio is incredibly powerful in VR

  • Subtle guidance feels more realistic than explicit instruction

Most importantly, I’m proud that the final experience feels like a real hurricane emergency—where danger, urgency, and responsibility coexist, and where every interaction supports the learning goal.

More Projects

More Projects

Great ideas usually start with a conversation.
Let’s create something worth talking about!

Made with love and a lot of coffee :)

Great ideas usually start with a conversation.
Let’s create something worth talking about!

Made with love and a lot of coffee :)

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