SIMVANA - Anesthesia VR Trainer

In 2019, Torch Technologies teamed up with a CRNA/developer to build a VR based training application that teaches the foundations of Anesthesia. For this project I was both the lead artist and product owner. Over the past two years, I've led a small team of artists, designers, and developers to build SIMVANA, a full featured VR based training application for students in CRNA programs worldwide.

SIMVANA launched in May of 2022, and we are releasing regular updates with new features and more educational content. Visit the SIMVANA web site for more information on the application.

The entire team works closely to build out functionality for SIMVANA. Most of the features and visuals in the application are the result of continued collaboration and iteration of multiple people. That being said, here is a partial outline of the larger features that I was primarily responsible for in SIMVANA:

Art Direction

I established the overall visual style of the SIMVANA 3D and UI elements. In addition I created the 2D concepts for the anesthesia machine, as we needed a generic machine that would read well in VR. This required us to redesign the layout of an anesthesia machine with enlarged components that could be easily read and interacted with in VR.

Machine Concepts

Art Pipeline

My work in setting up the art pipeline included:

  • Setting up project structure and naming conventions
  • Creating and maintaining performance targets for models, materials, and textures
  • Setting up presets and tools to help speed up authoring. This includes things like export scripts from 3DS max and smart material presets for Substance painter.
  • Auditing work of other artists and designers to ensure new content was within performance targets
  • Setting up a material library in unreal engine to speed up authoring of new meshes, and to keep a consistent look throughout SIMVANA.

Material library

Rigging and Animation

I was the only artist with rigging or animation experience on the team. I was responsible for rigging our patient model, and creating any rigs or animations for smaller components within the operating room.

UI Design

We only had access to full-time designers during parts of SIMVANA's development. Early on, I was responsible for designing both the game UI elements, and in-world machine UI elements. As development progressed, I would jump in to fill any design needs if we didn't have a designer on the project. UI Design Steps

Published

May 02 2022

Skills

  • Unreal Engine
  • Shaders
  • VR
  • Project Management
  • Art Direction