
Summary
This project was a commercial project which got sold to the Theater in Koblenz. The project focused on creating an immersive virtual reality experience that interprets Mussorgsky's Pictures at an Exhibition through interactive, VR-based environments. It involved a small team of 7 students, working over a semester to deliver a high-quality, accessible, and realistic experience. Key features included hand tracking, VR navigation, and scene transitions that allow users to "step into" paintings, experiencing environments tied to musical pieces like Baba Yaga and Bydlo.
Commercial Project
This VR project was developed in collaboration with Theater Koblenz. The Project transformed Mussorgsky's Pictures at an Exhibition into an immersive, interactive experience, allowing viewers to "step inside" reimagined, animated environments. Frequent and gradual contact with Theater Koblenz was essential to align creative vision and design for public audiences. The project is being showcased at Theater Koblenz, with exhibitions running from November 2023 through July 2026.

Pictures VR being exhibited at the Theater Koblenz

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Custom Virtual Reality Systems
I created a custom anti-motion-sickness designs, responsive VR scene transitions, and interaction mechanics allowing users to influence virtual elements, like birds in the Bird Picture scene. Additionally I included a Custom VR Guardian System, which ensures user safety by mapping VR boundaries to the physical environment. The Self-Alignment System, which aligns virtual elements to a user’s space for immersive realism. This project also incorporates Guiding Lights, intuitive VFX to guide users, and accessibility features through hand tracking and optimization.

UI/UX
In a VR environment, traditional UI elements can feel disruptive and unnatural, breaking the immersive experience. I developed the concept of Guiding Lights—soft, glowing visual cues that guide users through the virtual space comparable to a compagnion. I handled all aspects of VFX and shader creation to ensure these lights felt organic within each scene. Additionally, I incorporated extensive UX feedback, especially from our target audience, to fine-tune the lights’ responsiveness and clarity, ensuring they effectively replaced standard UI and enhanced accessibility.

Virtual Reality Optimization
To optimize Pictures VR, I reduced polygon counts in meshes, adjusted texture resolutions with Level of Detail (LOD), and streamlined shader code to minimize processing demands while maintaining quality. I also modularized core code, improving efficiency and making future updates easier. These steps ensured high performance and a smooth, immersive experience.
Stakeholders
Collaborating with Theater Koblenz required more structured communication than typical semester projects. I established regular check-ins and integrated feedback promptly to align with their vision, enhancing project clarity and professionalism. This shift ensured high-quality, stakeholder-focused outcomes suitable for public exhibition in regards of the project management.

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