Virtual Reality Projects

Wellesley College, CS 321: Virtual Reality Production
YEAR
2019


Memory Palace of  the Clapp Library
Portrait Room @ Wellesley College


Inspired by the Memory Palace (Method of Loci), this project transforms a familiar campus space into an immersive VR experience. By recreating the Clapp Library Portrait Room, we explore the relationship between visualization, spatial memory, and digital translation of physical spaces.

The gamified portion of the project tests the effectiveness of the Memory Palace technique, turning what is traditionally a "conscious dreaming" method into a visceral, interactive experience. Players engage with the space by memorizing, recalling, and interacting with objects in a way that mirrors real-world cognitive processes.




Background & Inspiration

A Memory Palace (or Method of Loci) is a mnemonic technique that strengthens recall by associating information with specific locations in a familiar space.

Drawn to the immersive nature of VR, our team set out to transform this method into an interactive experience that blends cognitive science with gameplay.

By anchoring the Memory Palace in a well-known campus space, we created a personal, engaging environment that deepens memory retention through spatial connection.

“To everything that we wish to remember, we should give an image; and to every one of these images we should assign a position where it can repose peacefully until we are ready to reclaim it by an act of memory.” — Matteo Ricci

Gameplay & Mechanics

1. Players enter the Portrait Room and have 60 seconds to explore, memorizing the names and locations of six portraits.

2. Once time runs out, the portraits disappear. Players must correctly place the portraits in their original locations based on the names provided.

3. No immediate feedback is given to prevent the process of elimination. Players must commit their selections before results are revealed.

4. Successfully placing all portraits unlocks the door to the next space, where players can teleport/glide to the next challenge.

5. Memorable “out-of-place” and “ludicrous” objects (the egg) are strategically placed to enhance memorization, aligning with cognitive psychology principles.

Responsibilities

Besides reseraching and pitching the idea of using the Memory Palace technique for the project, I also...
  • Built 3D assets from scratch and designed the overall environment to accurately replicate the Clapp Library Portrait Room, ensuring spatial and visual coherence.
  • Translated the Memory Palace technique into an interactive VR game, designing gameplay mechanics that balance immersion, usability, and cognitive engagement.
  • Led team coordination across coding, asset building, and VR integration, while contributing to both the technical execution and creative direction of the project.

Tools

🛠 Software & Hardware: Unity, Oculus, ProBuilder, SteamVR
⚙️ Game Features: Buttons, Triggers, Feedback System, Hinges (for doors), Teleportation, Animation, Countdown


Hogwarts Great Hall (from Harry Potter)


Step into the magical world of Harry Potter through Virtual Reality! This project recreates the Hogwarts Great Hall, allowing players to explore, interact, and immerse themselves in one of the most iconic locations from the series. Everything—down to the hall itself—was built by hand, with animations designed to capture the mystical and immersive atmosphere we all know and love.

The goal was to build a true 3D interaction system in VR, enhancing the sense of presence through custom animations, triggers, teleportation, and environmental effects. Players begin at Platform 9¾ before being Apparated into the Great Hall, where they can look up at floating candles, hear Hedwig’s Theme, and even throw plates and candlesticks—because, why not?




Project Goals

  • Build a fully interactive 3D VR experience.
  • Recreate the Great Hall using custom 3D assets and spatial design.
  • Implement advanced mechanics like teleportation, animation, and environmental triggers.

Gameplay & Mechanics

  • Full 3D interaction with physics-based object manipulation
  • Custom triggers and animations for dynamic environmental changes
  • Moving platform system for seamless teleportation
  • Immersive audio with echo effects to reflect room scale
  • Original C# scripts for interactivity and animation control

Responsibilities

  • Environment Design: Designed layout and placed assets to create an immersive Great Hall.
  • 3D Asset Creation: Modeled and textured detailed props to match the theme.
  • Interaction & Animation: Built basic animations and triggers for interactive gameplay.
  • Technical Skills: Strengthened proficiency in Unity, Maya, and ProBuilder for VR development.

Tools & Technology

🛠 Software & Hardware: Unity, Oculus, ProBuilder, Maya, SteamVR 
⚙️ Game Features: Animation Triggers, Teleportation, Dynamic Sound, Environmental Effects



On an Island


This was my first VR project, focused on building an interactive 3D island while learning the basics of VR development. I explored core mechanics like teleportation, object interaction, environmental sound, and animation triggers using Unity and Oculus.




Project Goals

  • Learn Unity and the fundamentals of VR/XR/AR workflows.
  • Build a 3D environment with interactive and immersive elements.
  • Understand challenges in designing usable, engaging VR spaces.

Key Features

  • Interactive island environment with custom textures
  • Object interaction (beach ball, rake, pebbles)
  • Teleportation and area-based sound design
  • Triggered animation (e.g., pebbles flying into a basket)
  • Text prompts guiding player navigation

Responsibilities

  • Designed and built the 3D island layout (terrain, trees, lighthouse, etc.).
  • Placed and integrated interactive objects.
  • Implemented animation triggers and teleportation.
  • Collaborated with team members on asset creation and interactivity.

Tools

  • Unity · Oculus · ProBuilder · SteamVR

© ASHLEY J. KIM 2025