Royal Artillery VR Driver Training Simulator.
My Role: Producer
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Team size: 10
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October 2021 - May 2022
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This project was a VR Training Simulator built for the Royal Artillery as part of my Final Year at University. Developed in Unreal Engine 4, and using the Valve Index and the 4DoF (Degrees of Freedom) platform, the project simulates 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 also built a physical habitation that will attach to the 4DoF platform, giving users an experience as close as possible to driving the real vehicles. I was 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 was showcased at DSET 2022 in Bristol. |
My Role.
As the Producer, I managed and tracked the team's tasks using Jira. To keep the team on track and to manage the project, I opted to use a modified version of Scrum that fits to a student schedule. I facilitated weekly meetings, and bi-weekly the team completed a Sprint Review, Retrospective, and planned for the next Sprint. I was also responsible for scheduling, risk assessment and mitigation, and other relevant production documentation.
I not only mitigated technology bottlenecks for my own team, but also liaised with other Producers to make sure that each team that needed the 4DoF platform and Valve Index VR headset had a set day for their teams to work with the technology. Because of this, technology was always available to the developers and all could make good progress with their tasks by planning their time accordingly.
Working with the Information Services Department, I was able to get important software for a majority of the Final Year project teams on Open Access computers.
As the Producer, I managed and tracked the team's tasks using Jira. To keep the team on track and to manage the project, I opted to use a modified version of Scrum that fits to a student schedule. I facilitated weekly meetings, and bi-weekly the team completed a Sprint Review, Retrospective, and planned for the next Sprint. I was also responsible for scheduling, risk assessment and mitigation, and other relevant production documentation.
I not only mitigated technology bottlenecks for my own team, but also liaised with other Producers to make sure that each team that needed the 4DoF platform and Valve Index VR headset had a set day for their teams to work with the technology. Because of this, technology was always available to the developers and all could make good progress with their tasks by planning their time accordingly.
Working with the Information Services Department, I was able to get important software for a majority of the Final Year project teams on Open Access computers.