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VR Sensory Environment Unreal Engine 5.4 · Meta Quest 3 · Deployed to Hardware

A standalone VR application built for Meta Quest 3, designed around emotional regulation and personalised sensory engagement. Users explore four hand-crafted environments, each built around a different sensory experience, with real-time interactive controls throughout. The focus throughout was user agency — no instruction overlays, no UI prompts. Just natural discovery.

 

The Environments

The Cave - A dimly lit hub space with pulsing ambient light and spatial audio. The starting point and central navigation space for the experience.

The Rain Room - Rainfall intensity is controlled in real time by the user raising or lowering their hand. No UI, no buttons — just gesture.

The Orb Room - Touch a floating orb and it drifts away, emits a particle pulse, and triggers a colour chain reaction that propagates across every object it collides with — including the environment itself.

The Jungle Playground - Interactive plants each toggle an individual spatial audio layer. Users compose their own soundscape as they explore.

 

Highlights

  • Gesture-based rainfall control - hand height maps directly to intensity

  • Chain reaction colour propagation system across dynamic objects and environment

  • Per-plant spatial audio toggle system for user-composed soundscapes

  • Niagara particle systems for orb pulse and environmental effects

  • Developed and tested via PCVR cable, optimised for standalone deployment on Meta Quest 3

  • User testing conducted - strong engagement with interactive controls reported

 

UE5.4 Blueprints Meta Quest 3 Niagara Spatial Audio Gesture Interaction GitHub

4 environments complete and deployed. Architecture ready for expansion.

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