Immersion VR

Immersion VR is an interactive building inside which the user can move around, change materials and use a lift. An important aspect of this project was to design a remarkable, intuitive user experience.


Creating a pleasant experience

When designing the controls, I read The Design of Everyday Things by Don Norman and the paper Visual Design Methods for Virtual Reality by Mike Alger. Both proved to be very helpful in the beginning phase of designing the controls.

Observing people who had never used a VR headset before try out the application was also very insightful. These tests helped me see things that were unintuitive and provided ideas on how to improve them.

Hands and Controllers

To make the user feel more immersed, I opted to display their hands and a simplified version of the Oculus Touch controllers. The simplified version of the controllers is made out of only the top of the controllers, which hides some buttons that aren't used in the application and allows the user to better see their hands.

Choosing a surface

In order to change the surface's material, the user has to point at it with their index finger of their dominant hand, which then either shows a red or green line. If the line is green, the user can change the material by clicking the A button (or the X, if the user is left-handed). If the user presses the A (or X button) when the line is red, an error sound is played and the controller slightly vibrates.

Clicking on materials

After choosing a surface, a selection of materials appear. The currently active material is highlighted, and the user can choose a new one by pressing it with the index finger. The material selection can be closed by moving the hand to the green checkmark sphere.

Moving around

Moving in virtual reality is a complicated topic since the user's brain often is confused when moving in VR, but not in the real world. For this reason, I implemented a teleportation mechanism, where a parabolic arc shows where the user will be teleported to.


As a fun little feature, I made a functional lift. The user simply has to stand in front of it to open the doors. When the user enters, the doors are being closed and the lift starts moving.

Interactive tutorial

During an interactive tutorial at the beginning of the experience, the user is prompted to do various tasks, which helps them learn the controls.

Helper texts

During the experience, small helper texts appear next to the controller, which remind the user how to do something.

Telling the user where the UI is

If a user is standing too close to an object when wanting to change materials, the material selection will appear to the left, to the right or behind them. To avoid confusion, the voice from the tutorial will tell the user where the material selection appears.

Designing the building


To come up with ideas for the building, I did a lot of collecting reference photos and inspiration, sketching concepts on paper and then blocking them out in Blender.

3D Modeling

3D Modeling was done using Blender. Blender's great viewport options allowed to quickly see how the foyer looks with lights shining through the windows and some basic materials applied.


For a lot of the models in the scene, I created a high poly version and a low poly version. The normals of the high poly version were then baked in Substance Painter and applied to the low poly version to create a highly detailed look while having an efficient 3D model.

Texture Creation

For this project, I created a bunch of materials in Substance Designer and reused some I've already created for I also published breakdowns of two materials created for this project.


Here are some screenshots from the building in its final state. The images are lightly edited.





Development was done using Unreal Engine 4 and C++. I had no prior experience working with C++ and almost none using Unreal Engine 4, so this was the most time-consuming part.

The entire code of this project can be found on it's GitHub repository.

Further information

This project was done as my "Maturitätsarbeit" (kind of a final thesis or project) at the school I was going to.


  • Voice Acting: Selma Schwager (german), Liv Weiss (english)
  • Supervision: Hanspeter Siegfried, Deborah Signer
  • Hand 3D model created by SuperDasil
  • Chair and table 3D models are based on models from Vitra.
  • Sink and toilets are from Kohler.