VR Game Design
Boulevard VR: Art and Design, VR Experience Design
ANN [winter]: an Agent
Boulevard VR: Art and Design, VR Experience Design

I was the lead designer at Rascali in 2016. Rascali was hired by Boulevard to take over development of Boulevard VR, an arts and educational app that brings collections of art from world renowned museums and institutions to classrooms and homes across the world through the emerging mediums of Virtual and Augmented Reality.
My first goal as lead designer was addressing the existing issues with the app concerning the user experience and retention. I accomplished this by re-designing the Boulevard Lobby, the locus of information and progression, and implementing diegetic U.I., teleportation and intuitive spatial layouts with experience flows founded on game design principals and methodologies. This was shaped by research of current studies concerning human visual perception and neuroscience particularly in the area of the physiological barriers that VR can exceed or interfere with if it's application and impact is not fully understood.
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The second, and most overarching goal, was to create experiences that captured my personal engagement with fine arts by simulating the presence of physical media while providing the history and context of the work and its era as it relates to ours. VR cannot reproduce the experience of standing in front of a masterpiece, however the power of VR and its inherent "presence" can excite and inspire. It synthesizes the elements of place, time and context into something unique and personal for the student and learning becomes exciting when she is given agency and control of her experience.
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In addition to creating three new Boulevard experiences within the above framework, I designed the American Experience app to include a cooperative game section to be employed in actual classrooms to teach U.S. history using colonial art and literature in partnership with the U.S. Library of Congress.
Production notes and credits:

Screen capture showing my environment modeling in Maya on left with layout, lighting and event scripting in Unreal 4 on left.
I designed the user experience, environment layout, lighting and audio. I modeled and implemented the design iterations in Unreal 4.
Rascali employed Game Mechanics Studios as a development partner to provide final art and code implementation. I was responsible for creative direction and management of the team throughout the development cycles. I provided Game Mechanics with high resolution models, layouts, lighting and scripting in a fully functional VR experience built with Maya and Unreal.

Screen capture showing final art and lighting created by Game Mechanics Studios.
Conclusion:
After the re-launch of the app, the user ratings rose from 1.5 stars to 3.75 stars and became a critical success. It became an early VR stand-out for the depth of impressive, engaging content and its philosophy of democratization of the arts and art history.