Swampocalypse

About the project


Swampocalypse is a location-based VR experience set in a post-apocalyptic Miami Everglades. Players pilot a rusty airboat through dangerous and polluted swamps, using the Qubic QS-S25 motion rig, which mirrors in-game movement for a fully immersive experience. As they fight off mutated creatures and zombies, players explore the Everglades while collecting new weapons and learning important facts and information about the environment, teaching them ways humans can prevent further ruining the Everglades.

Airboat in swamp

Gameplay


My Role


I am the lead developer of this project, so I am responsible for nearly all the aspects of the Unity application, implementing everyone else's work in the game, and connecting the program to the physical rig. I lead a team of very talented individuals, including 3D modelers, UI/UX designers, and sound engineers. During our weekly meetings, we discuss the work we have done, how we can implement it into the game, and the future steps we have to take. Collaborating with a great team really inspires and motivates me to do my best work, and it is very rewarding to see all of our work come together to make a great experience.

Mechanics that I developed:

  • Vehicle movement: After field testing at an airboat tour in the Everglades, I implemented realistic boat physics and controls to match the feel of driving an airboat through the Miami Everglades.
  • Weapon System: Multiple weapons (crossbow, shotgun, assault rifle) with unique mechanics. I designed firing mechanics, interactions, and the ammo system.
  • Enemies: Zombies with health, movement, and ragdoll physics. The main boss has multiple stages and attack patterns used during the final scene.
  • Level Design: Originally a racing simulator concept, levels were redesigned into environmental, zombie-focused stages that reflect Everglades elements with apocalyptic twists.
  • Optimization: Targeting Meta Quest 3 required performance constraints; I implemented object culling and less-dense environments to maintain max frame rate.
  • Hardware Integration: Integrated software with physical rigs — from an Arduino-based in-house rig to the Qubic system using MotionSDK — and translated boat physics into rig movement.

The Rig


Airboat in swamp

We use the QUBIC SYSTEM QS-S25 Advanced Motion Cockpit, a 6-DOF motion platform designed for high-fidelity simulation experiences.