Lumos

Lumos

Lumos

Lumos

In this VR Gaming Experience, rescue fireflies from a gas leak! Catch as many as you can within 2 minutes and 22 seconds before smoke fills the area, then release them safely in your front yard for a joyful, beautiful reward.

In this VR Gaming Experience, rescue fireflies from a gas leak! Catch as many as you can within 2 minutes and 22 seconds before smoke fills the area, then release them safely in your front yard for a joyful, beautiful reward.

Catagory
academic project
Team Composition
7
my role
game designing and user testing
duration
2 Weeks
game objective

Rescue as many fireflies as you can within a minute. Navigate swiftly, catch fireflies before the gas harms them, and release them to safety in your backyard. Aim for a high rescue count to unlock a stunning visual reward upon their release.

key highlights

Immersive Gameplay, Environmental Awareness, Visual Delight, Replayability

vr gestures

Hand Gesture, Motion Controls, Realistic Interactions, Sound Experience

tech stack

Unity, Blender and Figma

vr gestures

Hand Gesture, Motion Controls, Realistic Interactions, Sound Experience

tech stack

Unity, Blender and Figma

target audience

Primary Age Range (13 - 23)

This age group is likely to be captivated by the magical experience of catching fireflies in VR. The game can serve as a fun and educational way to instill knowledge about environmental conservation and empathy towards wildlife. The users may enjoy the challenge of catching as many fireflies as possible within the time limit and may find the VR technology engaging.


Secondary Age (30 - 40)

While adults may not be the primary target audience, they can still enjoy the game's immersive experience and environmental message. They may enjoy escaping into a virtual world and experiencing the beauty of nature from the comfort of their own home. Additionally, young adults interested in environmental conservation may resonate with the game's theme and message.


Other Demographic

Users seeking stress relief and relaxation (Similar as Tripp VR)

Casual Gamers

Nature Enthusiasts

a story of individuality and standing out

In all of these creatives, the logo becomes the focal point, floating in spaces or contrasted against similar graphical shapes that convey conformity and balance. This intentional isolation speaks to the essence of Design Pod: a space that nurtures bold ideas and allows creativity to stand out, separate from the noise of the world.

A network of independent thinkers

Design Pod has become a gathering place for like-minded, forward-thinking companies that value creativity and innovation. The podcasts featuring individuals from these organizations, though diverse in their industries, share a commitment to breaking boundaries and redefining what’s possible. They embody the same principles of independence and originality that Design Pod champions, contributing to an environment where ideas can emerge and stand apart from the crowd. For more information check out: https://iitj.ac.in/school-of-design/the-design-pod.php

Catagory
academic project
Team Composition
7
my role
Game Designing and User Testing
duration
2 Weeks
Game Objective

Rescue as many fireflies as you can within a minute. Navigate swiftly, catch fireflies before the gas harms them, and release them to safety in your backyard. Aim for a high rescue count to unlock a stunning visual reward upon their release.

key highlights

Immersive Gameplay, Environmental Awareness, Visual Delight, Replayability

VR Gestures

Hand Gesture, Motion Controls, Realistic Interactions, Sound Experience

tech stack

Unity, Blender and Figma

Storyboarding
storyboarding
target audience

Primary Age Range (13 - 23)

This age group is likely to be captivated by the magical experience of catching fireflies in VR. The game can serve as a fun and educational way to instill knowledge about environmental conservation and empathy towards wildlife. The users may enjoy the challenge of catching as many fireflies as possible within the time limit and may find the VR technology engaging.


Secondary Age (30 - 40)

While adults may not be the primary target audience, they can still enjoy the game's immersive experience and environmental message. They may enjoy escaping into a virtual world and experiencing the beauty of nature from the comfort of their own home. Additionally, young adults interested in environmental conservation may resonate with the game's theme and message.


Other Demographic

Users seeking stress relief and relaxation (Similar as Tripp VR)

Casual Gamers

Nature Enthusiasts

Game Genres

Educational

The game teaches environmental conservation and empathy for wildlife while being entertaining.


Simulation

The game realistically immerses players in the experience of catching fireflies in a virtual environment.

Casual
It’s a simple mechanics and short play sessions, offering a relaxing atmosphere and a positive message about helping animals. Players can enjoy quick gameplay sessions, catching fireflies with intuitive controls and experiencing a feel-good reward upon release.

Exploration
The game realistically immerses players in the experience of catching fireflies in a virtual environment.
casual loops

Exploration and Collection

Objective: The player explores the environment to find and collect fireflies.

Mechanics: The player navigates the VR environment, using controllers or gestures to move around and capture fireflies. Each firefly collected adds points to the player's score.


Air Pollution Threats

Objective: The player has to save as many fireflies as possible before the smoke engulfs the environment

Mechanics: The smoke in the forest is used as a timer. The density of the smoke increases with time leading to the end of the game.


Score and Progression

Feedback: Providing immediate feedback on the player's progress and performance.

Mechanics: The player's score increases with each firefly collected. Meeting specific milestones or reaching a certain score threshold unlocks rewards, such as visual treats of fireflies dancing around the player.


Visual Treat

Reward: Offering players an immersive visual experience as a reward for their accomplishments.

Mechanics: Once the player collects a certain number of fireflies (x), they are rewarded with a visually stunning display of fireflies surrounding them in the VR environment, creating a magical and immersive experience.

game genres

Educational

The game teaches environmental conservation and empathy for wildlife while being entertaining.


Simulation

The game realistically immerses players in the experience of catching fireflies in a virtual environment.


Casual

It’s a simple mechanics and short play sessions, offering a relaxing atmosphere and a positive message about helping animals. Players can enjoy quick gameplay sessions, catching fireflies with intuitive controls and experiencing a feel-good reward upon release.


Exploration

The game realistically immerses players in the experience of catching fireflies in a virtual environment.

casual loops

Exploration and Collection

Objective: The player explores the environment to find and collect fireflies.

Mechanics: The player navigates the VR environment, using controllers or gestures to move around and capture fireflies. Each firefly collected adds points to the player's score.


Air Pollution Threats

Objective: The player has to save as many fireflies as possible before the smoke engulfs the environment

Mechanics: The smoke in the forest is used as a timer. The density of the smoke increases with time leading to the end of the game.


Score and Progression

Feedback: Providing immediate feedback on the player's progress and performance.

Mechanics: The player's score increases with each firefly collected. Meeting specific milestones or reaching a certain score threshold unlocks rewards, such as visual treats of fireflies dancing around the player.


Visual Treat

Reward: Offering players an immersive visual experience as a reward for their accomplishments.

Mechanics: Once the player collects a certain number of fireflies (x), they are rewarded with a visually stunning display of fireflies surrounding them in the VR environment, creating a magical and immersive experience.

moodboard
final output
Storyboarding
Catagory
Branding
Team Composition
Solo
my role
branding
duration
2 Weeks
Game Objective

Rescue as many fireflies as you can within a minute. Navigate swiftly, catch fireflies before the gas harms them, and release them to safety in your backyard. Aim for a high rescue count to unlock a stunning visual reward upon their release.

Key highlights

Immersive Gameplay, Environmental Awareness, Visual Delight, Replayability

mOODBOARD
Game Specifications

Educational

The game teaches environmental conservation and empathy for wildlife while being entertaining.


Simulation

The game realistically immerses players in the experience of catching fireflies in a virtual environment.


Casual

It’s a simple mechanics and short play sessions, offering a relaxing atmosphere and a positive message about helping animals. Players can enjoy quick gameplay sessions, catching fireflies with intuitive controls and experiencing a feel-good reward upon release.


Exploration

The game realistically immerses players in the experience of catching fireflies in a virtual environment.

WORKFLOW

Intro Video Creation

Terrain and assets were crafted and customized in Blender, including a particle animation system for fireflies. Individual frames were rendered as PNGs, combined into video sequences using Adobe After Effects and Premiere Pro.


Game Development in VR

Using Unity’s XR Interaction Toolkit, VR-specific configurations were set up. Assets were selected from the storyboard and terrain created with Unity’s Terrain System. The team incorporated a sound design with ambient sounds, background music, and speech synthesis.


Gameplay and Interactions

The game’s initial prototype included environment interactions, firefly models, and a dynamic scene. Playtesting allowed for improvements like adjusted lighting, feedback for VR gestures, and refined user experience.


Outro Video Creation

Additional assets were imported for a closing scene, where fireflies were animated using Blender's particle system. This sequence was rendered frame-by-frame and edited in Adobe Premiere Pro to ensure smooth transitions. Testing and Refinement: Throughout the project, user testing provided feedback, allowing for adjustments to both game mechanics and visual presentation to enhance user experience.

final output
Game Testing & Feedback

Score Card Height

Problem: The scorecard was too high on the y-axis, causing discomfort for users.
Solution: Height was reduced to a more comfortable eye level.


Start Button Visibility

Problem: Users did not press the start button (“Press ‘A’ to start”) because the instructions were not at their eye level.
Solution: Instructions were moved lower on the y-axis and closer to the player on the x-axis.


End Scene Timing

Problem: The end scene animation appeared too early, preventing users from grasping it properly.
Solution: Animation was delayed by 3 seconds to allow a smoother transition and prevent an abrupt scene change.


Firefly Collection Issue

Problem: Some collected fireflies were not being restricted inside the jar. They were hitting the edge and flying off.
Solution: The collider area inside the jar was adjusted to properly contain the fireflies.


Firefly Light Color

Problem: The glow of the fireflies in the game did not match their animation at the start and end.
Solution: The firefly glow color was changed from green to yellow.


Spawner Height Adjustment

Problem: The firefly spawner was too low, causing discomfort as users had to bend to catch fireflies.
Solution: The spawner’s height was adjusted for better visibility and accessibility.


Instructions for Firefly Saving

Problem: Users had difficulty understanding how to save fireflies, indicating a need for clearer guidance.
Solution: Added an instruction at the beginning of the game: “Grab fireflies & drop them into the jar.”

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Stay Hungry, Stay Foolish
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Contact Me

GET IN TOUCH.

© 2024 — Copyright | Fuelled by caffeine, an obsession for details, good interactions, and just a pinch of existential dread.

@
sukanyahari12@gmail.com
sukanyahari12@gmail.com
© Sukanya Hari 2025
© Sukanya Hari 2025
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GO BACK TO TOP
Stay Hungry, Stay Foolish
Stay Hungry, Stay Foolish
Contact Me
Contact Me

© 2024 — Copyright | Fuelled by caffeine, an obsession for details, good interactions, and just a pinch of existential dread.

@
sukanyahari12@gmail.com
sukanyahari12@gmail.com
© Sukanya Hari 2025
© Sukanya Hari 2025
GO BACK TO TOP
GO BACK TO TOP
Stay Hungry, Stay Foolish
Stay Hungry, Stay Foolish
Contact Me
Contact Me

GET IN TOUCH.

© 2024 — Copyright | Fuelled by caffeine, an obsession for details, good interactions, and just a pinch of existential dread.

© Sukanya Hari 2025
© Sukanya Hari 2025
GO BACK TO TOP
GO BACK TO TOP
workflow

Intro Video Creation

Terrain and assets were crafted and customized in Blender, including a particle animation system for fireflies. Individual frames were rendered as PNGs, combined into video sequences using Adobe After Effects and Premiere Pro.


Game Development in VR

Using Unity’s XR Interaction Toolkit, VR-specific configurations were set up. Assets were selected from the storyboard and terrain created with Unity’s Terrain System. The team incorporated a sound design with ambient sounds, background music, and speech synthesis.


Gameplay and Interactions

The game’s initial prototype included environment interactions, firefly models, and a dynamic scene. Playtesting allowed for improvements like adjusted lighting, feedback for VR gestures, and refined user experience.


Outro Video Creation

Additional assets were imported for a closing scene, where fireflies were animated using Blender's particle system. This sequence was rendered frame-by-frame and edited in Adobe Premiere Pro to ensure smooth transitions. Testing and Refinement: Throughout the project, user testing provided feedback, allowing for adjustments to both game mechanics and visual presentation to enhance user experience.

Game testing & Feedback

Score Card Height

Problem: The scorecard was too high on the y-axis, causing discomfort for users.
Solution: Height was reduced to a more comfortable eye level.


Start Button Visibility

Problem: Users did not press the start button (“Press ‘A’ to start”) because the instructions were not at their eye level.
Solution: Instructions were moved lower on the y-axis and closer to the player on the x-axis.


End Scene Timing

Problem: The end scene animation appeared too early, preventing users from grasping it properly.
Solution: Animation was delayed by 3 seconds to allow a smoother transition and prevent an abrupt scene change.


Firefly Collection Issue

Problem: Some collected fireflies were not being restricted inside the jar. They were hitting the edge and flying off.
Solution: The collider area inside the jar was adjusted to properly contain the fireflies.


Firefly Light Color

Problem: The glow of the fireflies in the game did not match their animation at the start and end.
Solution: The firefly glow color was changed from green to yellow.


Spawner Height Adjustment

Problem: The firefly spawner was too low, causing discomfort as users had to bend to catch fireflies.
Solution: The spawner’s height was adjusted for better visibility and accessibility.


Instructions for Firefly Saving

Problem: Users had difficulty understanding how to save fireflies, indicating a need for clearer guidance.
Solution: Added an instruction at the beginning of the game: “Grab fireflies & drop them into the jar.”