Royal Artillery VR Driver Training Simulator.
My Role: Producer
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Team size: 10
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October 2021 - Present
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This project is a VR Training Simulator being built for the Royal Artillery as part of my Final Year at University. Being built in Unreal Engine 4, and using the Valve Index and the 4DoF (Degrees of Freedom) platform, the project will simulate the experience of driving the Challenger 2 Main Battle Tank and the AS90 Self-Propelled Howitzer around an accurate 1:1 recreation of the Bovington Camp Training Ground in Dorset.
We will also be building a physical habitation that will attach to the 4DoF platform, giving users an experience as close as possible to driving the real vehicles. I am the Producer on the project, working with a team of 8 students (4 Artists, 3 Programmers, and 1 Designer) and 1 member of the Music & Sound department at the University. The project is still in development. |
My Role.
As the Producer, I have been managing and tracking the team's tasks using Jira. To keep the team on track and to manage the project, I have opted to use a modified version of Scrum that fits to a student schedule. I facilitate weekly meetings, and bi-weekly the team completes a Sprint Review, Retrospective, and plans for the next Sprint. I am also responsible for scheduling, risk assessment and mitigation, and other relevant production documentation (will be made available if possible at the time of project completion).
I have not only mitigated technology bottlenecks for my own team, but have also liaised with other Producers to make sure that each team that needs the 4DoF platform and Valve Index VR headset has a set day for their teams to work with the technology. Because of this, technology is always available to the developers and all can make good progress with their tasks by planning their time accordingly.
Working with the Information Services Department, I have been able to get important software for a majority of the Final Year project teams on Open Access computers.
As the Producer, I have been managing and tracking the team's tasks using Jira. To keep the team on track and to manage the project, I have opted to use a modified version of Scrum that fits to a student schedule. I facilitate weekly meetings, and bi-weekly the team completes a Sprint Review, Retrospective, and plans for the next Sprint. I am also responsible for scheduling, risk assessment and mitigation, and other relevant production documentation (will be made available if possible at the time of project completion).
I have not only mitigated technology bottlenecks for my own team, but have also liaised with other Producers to make sure that each team that needs the 4DoF platform and Valve Index VR headset has a set day for their teams to work with the technology. Because of this, technology is always available to the developers and all can make good progress with their tasks by planning their time accordingly.
Working with the Information Services Department, I have been able to get important software for a majority of the Final Year project teams on Open Access computers.