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Project Description

Robin's World is a serious game, developed by Mediaheads in Heerenveen, Netherlands for 's Heeren Loo, one of the biggest care providers for people with disabilities in the Netherlands. The target audience are children with intellectual or multiple disabilities within the age of 10-14. Most of them are within an IQ-range of 30-40.

The levels and their accompanying animations lead the main character robin to multiple smaller games within the main game.
 

Each of these games has a designated learning goal within one or multiple educational domains (e.g. auditory working memory, sustained attention etc.). 
For improved tracking of progress and better comprehension of what kids focus their attention on, an eyetracker (Tobiitech, 2018) is being facilitated. The eyetracker allows for recording eye movements and focus, to see and understand what the kids are paying attention to when playing the game, which in return allows teachers and caretakers to have a better insight into the mental world of the kids

Duration

6 months

Tools Used

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Tasks

  • Creating the visual direction + level and animation concepts:

    • Moodboards, Design Documents​

    • Research into asset-packs on the asset store e.g. cost-efficiency, quality

    • Determining requirements and coordinating asset-pipeline in our team of 3D-modelers

  • Building each level from the ground up:

    • Basic terrain-forming and block-outs

    • Building focal points and objects out of small individual assets

    • Creation of post-processing layers

    • Placement of Game-Objects

    • Customization of shaders and textures

    • Creation of particle systems​​

    • Basic scripting e.g. hiding train and character with render queues inside the portal

  • Creating each cut-scene:

    • Making basic storyboards

    • Using Cinemachine for cameras​, camera-rails etc.

    • Finding character-animations on mixamo.com

    • Creating the cutscenes in Unity Timeline

    • Improving animation workflow by implementing a solution to record character-movement on a navmesh with waypoints into animation clips rather than keyframing every individual movement

    • Creating Animator controllers e.g. birds, butterflies, etc.

  • Performance optimization for low-end Computers:

    • Combining meshes to reduce draw calls

    • Using profiler to determine shortcomings

    • Adding Occlusion-Culling

    • Limiting post-processing effects to what is needed to accomplish visual goal

    • Timing particle systems to only be active when in camera view​

Levels & Animations - Showcase

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