CREATIVE WORK

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Home

Project Overview

Home is an interactive mobile application designed to create a personalised space for relaxation and mindfulness. Inspired by the calming atmosphere of a crackling fireplace, the app allows users to unwind and de-stress with features that evoke a sense of tranquillity and well-being.

Project Details

Home promotes a sense of personalisation and care within the digital space. Users can adjust lighting and weather conditions, with ambient sounds seamlessly adapting to the environment. Interaction with a virtual pet, including feeding it, further cultivates a sense of companionship. Additionally, users can choose from various soundtracks to create a harmonious and immersive atmosphere.

Home prioritises an intuitive user interface (UI) with easy-to-use controls that enhance interaction. A main menu button in the top-left corner offers options to adjust fire duration, mute sounds, highlight interactive objects, and exit the application. The bottom-right corner features a camera button for effortless switching between four perspectives, providing diverse views of the virtual surroundings. The cat-shaped button allows users to customise their feline companion's appearance, adding a touch of individuality. Additionally, stock buttons in the top-right corner keep users informed about the availability of supplies. To ensure an uninterrupted experience, Home provides the option to replenish these supplies through rewarded videos.

The app encourages exploration by highlighting interactive objects at the start of the user's journey. The fireplace can be brought to life through interaction with these elements, allowing users to add and ignite logs with a matchstick, creating a warm climate. Some items, like windows, offer additional settings and configurations when interacted with, inviting users to discover hidden functionalities.

Development
Team and Collaboration

As the lead developer, I collaborated with an artist to bring this project to life. My responsibilities included programming, setting up the lighting, and integrating all game components within the Unity engine. The artist handled modelling, animations, particle effects, and audio editing.

Key Responsibilities
  • Coding Infrastructure: Developed scalable and reusable code architecture.
  • Mechanics: Developed interactive elements and user interfaces in C# within Unity3D.
  • Monetisation: Configured and implemented a strategy for ad mediation and network management.
  • Lighting Setup: Optimised performance through advanced lighting setup and lightmap baking.
  • Animation: Integrated a third-party animation engine to create smooth, frame-independent animations.
  • Visual Effects: Designed custom shaders using Unity's Shader Graph tool.
  • Optimisation: Addressed performance issues by batching draw calls and configuring texture import settings, level of detail (LOD), texture atlases, and mesh optimisation.
Challenges

We also had to ensure a smooth and realistic transition when burning the fire logs. To address this, we created a shader variation using Unity's shader graph. We were aware that shaders can significantly impact runtime memory, so we aimed to keep them as straightforward as possible while still achieving the desired look.

Outcomes