The Obstacle

  • This was a terminal project for the University of Oregon's Immersive Media Communications Master's Degree.

  • It was a limited-time festival focused on reimagining the VR game shopping experience by redesigning the storefront from a flat UI to a more immersive interface. The new UI featured 360° images, in-game audio, and game assets to fully immerse users in the game world before making a purchase. Additionally, the event was hosted on the social platform Banter, allowing people to shop together.

  • Final website: https://virtualodysseyfestival.com/

The Process

The Result

  • The VR store UI was initially designed in Gravity Sketch, allowing for rapid iterations and quick changes. Once the basic concept was finalized, a functional version was developed in Banter.

  • This functional version was then improved both aesthetically and functionally, refining the user experience and enhancing the visual appeal.

  • The Virtual Odyssey Festival brand identity was created to maintain a consistent visual presence across platforms, enabling brand recognition and establishing a sense of authority and stability for the event.

  • The world was built over the course of a month using a variety of programs to bring everything to life. The stars of outer space were used to create a sense of awe as attendees explored the game booths.

  • VR developers and VR enthusiasts were the priority demographics over general gamers and others, allowing the UI to be tested in a more controlled environment.

  • Number of attendees: 167

  • Pertisipating developers: 5

  • Official Sponsors: 1

  • Social medi interaction: 9 posts from others on instagram
    10 Instagram Followers

  • Banter was chosen largely due to the independence and control it offered, including the ability to use Google Analytics to track the number of users attending each day. This real-world data will enable better decision-making for future events.

  • To determine if the event was successful, a few key performance indicators (KPIs) were set early on, allowing them to be reviewed after the event.

  • The platform for the festival had to be carefully chosen to optimize the event’s success. The leading contenders were Horizon Worlds by Meta and Banter by SideQuest.

  • A competitive analysis was conducted across multiple platforms, comparing the types of users across social media platforms

  • With the platform selected, a plan was created to keep the event on track and monitor key steps, such as setting cutoff dates for developers to submit their content.

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VR Creator Club