Before we turned Vragments into an official company, we worked together as a team and created some prototypes with external partners. It was our way of getting to know each other.
1. BER VR
Considering all the construction work around the Berlin airport BER, you should be allowed to at least land at the airport in a virtual reality. Welcome to BER VR.
The construction work around the Berlin airport BER has been in the news for years. The idea of this project is to allow users to walk through the airport in VR while learning more about the specific construction challenges.
We defined a few points of interest and experimented with how to visualize certain aspects of the story.
For this experiment, we partnered up with local public broadcaster rbb and Germany’s international broadcaster Deutsche Welle. Stephan and Linda have been involved in VR BER, a project initiated by Lorenz Matzat, the founder of the Berlin-based company Lokaler Infosystems.
2. VRΩ (Vromega)
VRΩ is a VR game that allows you to fly through a patient’s body, detect cancer cells and fight them with laser treatment. You can play it with the Oculus and a Leap Motion controller.
This is the story: You are a young intern at a Berlin hospital. There is a secret lab where a small group of doctors have found a new technique for fighting cancer cells: By shrinking physicians, they are able to put them into the patients’ bodies and have them go to where the cancer cells are to treat them more efficiently. YOU are on this mission to go inside a patient’s body to fight cancer.
VRΩ was part of Leap Motion’s 3D Jam in 2015. We wanted to create something meaningful for the competition - an edutainment prototype with value. For this project, we were able to put together an amazing interdisciplinary team: a biologist, a 3D artist, two engineers and a game designer.
Through endless meetings, our biologist Annett Kühnel told us all about how lung cancer cells can be detected and treated and how it actually looks like once you are inside the body.
Using her information, our 3D artist Jens Brandenburg was able to build the 3D models in a believable way.
Based on that information, our game designer Marcus Bösch was able to focus on the narrative.
What is the story exactly? What levels are there? How many options are there for several levels? The two programmers, Stephan Gensch and Ronny Esterluss, worked on gesture detection, navigation and setting up the scenes.