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VIRTUAL COP 2

ROLE

Junior Developer

SUMMARY

Virtual Cop 2 is a multi-platform experience built to show users a gamified experience of a day in the life of a New Zealand Police Officer.

I worked on the 111 Emergency and 105 Non-emergency experiences for the Communications Centre. I also created smaller interactions, such as the coffee stop and fingerprint scanner. I also worked a lot on asset implementation with objects such as environment meshes, character rigs, and animations.

I was also responsible for converting all the VR interactions for the Station and Communications Centre Level to be playable on both mobile and PC.

TOOLS

Unreal Engine, Blender, Photoshop, Premiere Pro, Perforce

YEAR

2021

PLATFORM

Oculus Quest, IOS, Android, PC

CLIENTS

New Zealand Police

LINKS

Interactive Development

105 Communicators

The 105 Communicators experience was a gamified simulation of a call that a non-emergency communicator might receive while on the job.

This experience consists of Information Blocks, which can be sorted to proceed and gather more information from a caller. The player would go through different routes depending on how these blocks are sorted. Or if the player took too long, the caller would hang up.

On all platforms, a block is sorted by hovering it over a corresponding panel.

All screens were created with Unreal Engine's UMG UI Designer. The voice wave effect was made with a ribbon particle system.

The text conversation on the screen was connected to a level sequence with events that would send text information to it and spawn corresponding blocks.

111 Communicators

The 111 Communicators experience is similar to the 111 Communicators but with a more urgent atmosphere. The player is logging information to track down the location of the caller and find out more about the crime a suspect has committed. Information blocks would also despawn after a time limit to add urgency.

Most blocks would spawn meshes when logged to build up a visual representation of the crime scene.

The ending of the experience will differ based on if the player has logged enough information correctly, such as the suspect getting away if there isn't enough about the location.

Coffee Station

Within the Station level, there's a coffee station that the player could visit.

The pot could fill the mug and had a coffee stream particle system that would increase or decrease depending on the angle it was tipped. It would also fill the mug quicker based on the angle.

The coffee mug had a bit of physics where the liquid mesh would angle itself based on the momentum of the mug. It would also spill coffee with a coffee stream particle system with overfilled, tipped or shaken too much. The player can bring it to their mouth and tip to play a sipping sound.

Fingerprint Scanner

Within the Station level is a Fingerprint Scanner that the player has to attempt to move through the level.

The hand on the screen would move based on where the player would put or move their hand. The screen hand would snap to place if the player was close enough to easily show the player if they were scanning their hand correctly.

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