TransportVR is an independent virtual reality community for exceptional creators and extraordinary simulations. I was a part of the core Transport Product team from the very beginning and have contributed towards building the entire product offering from initial R&D to the launch of the product on Steam and the Oculus store. The core sections of this effort are detailed below -
The "Splash Dome" is the first time unauthenticated entry portal into the Transport VR platform.
Using a multimedia approach to 3D User Interface design - I used 3d objects in combination with video textures, animations and stunning imagery to create this space.
I collaborated with the branding, product and engineering teams to come up with this unique solution.
Final Splash Dome screencapture
Splash Dome animation
The Transport 3D home space was conceived using a minimalist design approach - stripped of superfluous elements, colors, shapes and textures. Its purpose was make the content stand out and be the focal point. The content was further celebrated by making the beautifully designed posters surrounded the user and scaling them up in size. A darker color palette was chosen for the background to make the posters further stand out.
Layout of the 3D home space
360 render of the 3D home space
3D UX DESIGN
The capture below shows the user experience from the time the user lands in the TransportVR home space to the time he or she consumes the VR content and back. This also shows the flow between the 2D poster and the 360 Dome.
VR Capture for content interaction
My role in this flow was to explore spatially the positions and locations of the parts of the product the user interacts with and also parts that the viewer needs to observe and come up with an "experience frame" that would guide creators to prepare their own metadata ( 2d/3d posters descriptions etc) for launch on the Transport Network. Although the user is immersed in a 360 degree space - all the content that needs to be interacted with or be observed in located in a 90-100 degree field of view in front of the user.
I mainly collaborated with the graphic design team during this process. I used maya to set up the scene and Wevr's proprietary tech to make several iterations which could be viewed in VR. I also rooted for an option in the debug menu, which would allow position and orientation changes to the asset within VR. This saved us a lot of time during the iteration process.
A Channel in the Transport VR network can be referred to as a themed collection of content driven by the content management system. I built 3 Channels -
Tribeca Film Festival (not released)
Channel Flow Wireframe
TRIBECA FILM FESTIVAL CHANNEL
VR Capture of the Tribeca Channel
KALEIDOSCOPE VR CHANNEL
360 Capture of the Kaleidoscope Channel populated with Reframe Iran, Real and LoVr