

Georgina Rose Hill
VR Specialist
Social Sandbox VR.
Social Sandbox VR Overview
This application would be more accurately labelled an XR application as it contains both VR and non-VR modes with cross-platform support. I created this program as a collaborative group as part of my MSc in Creative Computing. My team members consisted of myself, Barry Lewis, Lewis Knight and Luke Prosser.
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I was initially tasked with scripting functionality for the application but expanded to the multiplayer and cross-platform integration near the end of the project due to issues arising during development for other members of the team.

As the main aim was to increase social inclusion and cohesion, the team decided to make the application cross-platform to reach more people, and with game modes that encourage both working together and against one another.​
For a more in-depth look at the Raspberry Pi Console, please click the documentation button below to download the documentation created for this and the Social Sandbox VR. Click the manual button below to download the manual for the Raspberry Pi Console (also included as part of the documentation) separately if needed. If these links do not work, please contact me.
Social Sandbox VR is a cross-platform, multi-player experience, with a flexible, adaptive environment to cater to most social gatherings within public space.




Project Description
This game is designed for multiple platforms.
Made for MSc Hackspace
Release: 2019
Final Prototype Video:
Final Prototype Video.
Final Prototype video created by Georgina Hill.
Social Sandbox VR Designs:




Our entire team approach to this project was a modified version of the SCRUM (Agile) methodology, as one of the threats outlined in our Group SWOT analysis was our team being so widely spread by location (from Bath, Bristol, Radstock, etc.), where we each agreed what we would be working on, go away and work on our own sections and then re-convene in the sessions to feedback what had been done and how next to go forward.
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We used this methodology for the design process by each completing the designs for our own areas and showing them to one another for team feedback so the project would evolve how the team as a whole felt the project should progress throughout the project life cycle, so that the end project would be a reflection of the teams vision rather than any one individual on the team.
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My initial focus for this project was the core interactivity within the program, however due to issues that arose throughout development for some of the other team members (due to engine version differences), this grew to encompass cross-platform integration and multiplayer support, in order to complete the prototype in the allotted time-frame.
Social Sandbox VR Final Prototype:




As a team, we produced four prototypes that each demonstrated key unique selling points (USPs) for the concept for our presentation for the project. Three of the prototypes were put together by one of my team members, Barry Lewis, while the networked prototype was created by me, myself.
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Prototype 1 demonstrated the Social Hub scene, which is the level players load into on start, connect with other players, and gain access to the game modes.
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Prototype 2 was the fully networked prototype. This showcased the multiplayer networking, which allows for cross-platform multiplayer connectivity, and the concept as a whole.
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Prototype 3 demonstrated the Escape Room game mode concept, with a virtual keyboard with touch input for VR as a USP. This game mode was designed to encourage players to work together to complete a common goal, as each player has a different perspective and will be able to see different things depending on what platform they're on and if they're in VR or not.
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Prototype 4 demonstrated the Run & Gun game mode concept, with fully tactile guns as one of the USPs. This game mode was designed to encourage players to work against one another in smaller teams, and each player has a different perspective and objectives depending on what platform they're on and if they're in VR or not.
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The only aspect of the prototype not fully demonstrable was the Range due to the similarity to Run & Gun with the major USP being the guns (hence not having it's own prototype build) and due to the application occasionally being blocked by certain firewalls if not added to the firewall exception list - which is what happened at the presentation of the prototype.