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
Casual
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.”
ALSO VIEW MORE WORKS


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.”