Final Assignment


 Final Assignment

Introduction


This final assignment requires us to integrate existing animation assets in Unreal Engine, build a complete 3D scene, add triggerable interactions and sound feedback, and finally export a VR APK that can run on Meta Quest 3. The focus of the assignment is not to recreate the models and animations, but rather to complete scene expansion, lighting optimization, interaction logic, sound effect integration, and VR adaptation packaging, while ensuring the project runs stably. In short, we need to deliver an interactive, smooth, and fully immersive VR experience space, while demonstrating the complete design and packaging process.

Design Description


In this final assignment, my goal was to create a theme park space that blends fantasy narratives with futuristic technology, offering interactive experiences and running on the Meta Quest 3 VR device.

In the initial concept phase, I chose *Alice's Adventures in Wonderland* as my core inspiration, conceiving the idea around the narrative thread of "falling into a wonderland → entering a futuristic amusement park." I drew scene sketches and created mood boards, establishing a pink and purple visual theme, a fusion of fantasy and futuristic atmosphere, and the overall layout logic of the park.

My sketch


In the asset phase, I reused the Ferris wheel and carousel models and animations from the previous Unreal Engine assignment. The task at that time was to add animations to these two rides within the engine, so their dynamic effects, timeline control, and motion logic were all created within the UX.


In the final project, I integrated and visually reconstructed these existing animation assets with the new amusement park scene, ensuring a consistent overall style, stable animation operation, and compliance with the performance requirements of VR devices.

To expand the scene content and enhance immersion, I modeled and created new environmental elements in Blender, including trees, terrain structures, decorations, and environmental details.



After completing the model, I re-imported it into Unreal Engine to build the scene, and then redesigned the lighting system, optimized materials, managed polygon count, and adjusted texture compression to ensure smooth VR operation and a visually rich scene without excessive performance consumption.




In the interaction design section, I implemented the logic of triggering the door opening and closing (1 = Open / 2 = Close) by pressing a button in the UE, and added door opening and closing sound effects, button feedback sounds, background BGM, and light interactive animations to build a complete audio-visual linkage interaction system, so that users can get real-time feedback when operating, rather than just static visual display.

Demo video


During the final export of the VR APK, I encountered an error.


I proactively sought help from my school and teachers, asking them to assist in fixing the critical error that caused the export failure. Ultimately, I successfully delivered the APK.


APK document


Final project in VR


Personal Self-Reflection

In completing this Advanced Modelling & Animation Final Assignment, I truly realized that project integration ability is more crucial than single technical output. Past assignments taught me how to add animation to rides in Unreal Engine, while the final project helped me understand how to integrate these existing achievements into a new worldview, reorganize visual rhythm, and adjust the overall atmosphere, rather than creating something from scratch. This process of "reusing but reconstructing" made me realize that design is not about stacking elements, but about systemic unity and consistent experience.

When expanding the new environment model in Blender, I constantly balanced "visual richness" with "VR performance tolerance." The added trees, ground details, and decorations were not just for filling the screen, but for strengthening spatial hierarchy, guiding the user's gaze, and establishing an entry point for immersive emotion. This also made me understand more clearly that the source of immersion is not complexity, but whether the details and spatial logic can be perceived and naturally accepted by the user.

The repeated errors during the VR APK packaging and export stage were arguably the most difficult part of the entire project. I briefly fell into self-doubt, but quickly adjusted, treating the problem as part of the process rather than a failure. I proactively returned to school to seek help from my teachers. The sense of accomplishment I gained when I successfully exported a working VR APK far exceeded the completion of the project itself, because this was the closest I'd ever come to project delivery in a real development process.

This project improved me in several ways: the smoothness of cross-software collaboration, my optimization mindset for VR operation, the audiovisual linkage logic of interactive feedback, and my ability to locate and collaboratively debug errors. I also gained a deeper understanding that technology is the carrier of design, while stable delivery is the lifeline of a project. In future similar projects, I hope to conduct more comprehensive risk prediction and VR packaging and testing planning in the early stages, making the interaction logic and resource management more rigorous, reducing the pressure of later debugging, while maintaining the freedom of creative exploration without losing control.

In summary, this final assignment was not just an assignment, but a complete practice from creation to delivery, from software operation to system integration, and from classroom practice to real-world problem solving. It taught me to stay calm in the face of mistakes, to maintain aesthetics in integration, and to remain responsible in delivery. It also made me more convinced that the way a project is completed often defines a person's growth in ability more than the project itself.

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