Ana Thomas
UI & Level Designer

Doomsday Delivery
Project Overview
In the near future, many parts of the world have been ravaged by war and climate change. Due to desperate times, you are tasked to deliver medical supplies via a repurposed pizza delivery mothership.
In this VR simulation, the player must pilot the mothership to emergency medical camps, assemble medical supply kits, and deploy said kits via drone while attending to emergency events. Doomsday Delivery also utilizes a haptic chair for enhanced immersion. This project is my Capstone Thesis for the Master’s in Digital Arts and Sciences program at the University of Florida.
DEVELOPMENT
Game Engine: Unity 3D
Asset Design: Maya, Substance 3D Painter, Blender
Device: Optimized for the Oculus Quest 3
Timeline: January 2024 - April 2024
TEAM
Ana Thomas: Lead Artist, UI, Level/Game Design, 3D Art
Rachel West: Project Manager, 3D Art, Visual Effects
Nick Reno: Lead Programmer, Interaction Programming
Zoë Mithaug: Programming, UI
Kevin Long: Programming, Events Programming
Check out the Behance page!
Concept and Prototype Art
Environment Design
A core feature of the ship are the 3 stations that surround the player, which can be rotated to suit the needs of what task needs to be done. In front of the user are 2 stationary screens, one to display a view of the outside environment and the other to display tasks and fuel. To the left is an oven, which stores the medical supply kit between station switches.
To solve an issue of having a finite world. A globe was built comprised of building clusters, in which are only 6 modular structures. For extra effect, 3 concentric spheres with an alpha texture were added. By adding a slow, random rotation to these concentric spheres, we could simulate surface fog. In addition, the player's ship is placed within a textured sphere to simulate the sky and clouds in the horizon.
By making the environment a sphere, we can also simulate the player moving forward by rotating the globe toward the user's view. To reduce the amount of unnecessary objects being rendered at a time, a trigger area was added so buildings out of view remain inactive.
ASSET DEVELOPMENT
From base design concept to the final model, most of what that player sees in the mothership was hand modeled and textured in Maya and Substance Painter. Design-wise, our focus was to emulate the bronze and silver plating you would find in a traditional pizzeria, combined with the piping and controls you may visualize when thinking of a futuristic ship.
Interaction Design
The primary gameplay consists of standard grip and button inputs for ship interactables. In addition, to navigate the delivery the drone the player must use a virtual game console, which similarly matches up to the touch controllers.
A unique feature of our project is our choice to incorporate a haptic chair for enhanced immersion. This entails acceleration pull when moving the mothership, and jerks for cases such as an in-game malfunction. The integration is surprisingly simple; the chair's movements are simulated based on whatever object in the scene is assigned the base script. Most of the time from our haptics specialist was spent refining this object's movement to make the experience feel real and enjoyable.

















