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Turbine Trouble

In-game screenshot.
The game's aim was to familiarise the children with clean energy generators (tidal turbines). Therefore, visually they served as focal points and landmarks throughout the level.

In-game screenshot.
The game's aim was to familiarise the children with clean energy generators (tidal turbines). Therefore, visually they served as focal points and landmarks throughout the level.

To show the impact of the player's actions on the environment as they fight pollution, the game starts off with dirty, green water and piles of trash blocking the way.

To show the impact of the player's actions on the environment as they fight pollution, the game starts off with dirty, green water and piles of trash blocking the way.

As kids progress through the game the water becomes cleaner, more vibrant. We tried to make the environment feel as interactive as possible and give the player enough visual feedback for their actions.

As kids progress through the game the water becomes cleaner, more vibrant. We tried to make the environment feel as interactive as possible and give the player enough visual feedback for their actions.

Some of the assets I created for the game include plants and foliage.

Some of the assets I created for the game include plants and foliage.

I was also responsible for creating the interior of the diving bell (that the player uses to "travel"). I also textured the exterior.

I was also responsible for creating the interior of the diving bell (that the player uses to "travel"). I also textured the exterior.

Sketch I made based on an earlier concept of the game, where the player is inside a submarine and can use several tools.

Sketch I made based on an earlier concept of the game, where the player is inside a submarine and can use several tools.

More early sketches.

More early sketches.

Top down view of the level layout in the Unity Editor.

Top down view of the level layout in the Unity Editor.

Early notes I made while building the game's levels. The layout changed a lot through the 8 weeks based on feedback received during playtests, so creating these notes helped communicate and document the changes made to the rest of the team.

Early notes I made while building the game's levels. The layout changed a lot through the 8 weeks based on feedback received during playtests, so creating these notes helped communicate and document the changes made to the rest of the team.

Turbine Trouble is an educational VR game for kids we developed over the course of 8 weeks for the Oyfo Techniekmuseum in Hengelo. The goal was to teach children about tidal energy and water pollution.

Our team consisted of 5 designers/artists and 2 programmers. Next to planning and project management, I was responsible for concept art, asset creation, level design, lighting and color grading.

The engine used was Unity3D and the target hardware was Oculus Rift VR.

Date
May 7, 2019