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Crash Cart VR

Role: Lead Developer (Game, Code, Story, 2D Art, Audio), 3D artist

Team Members: Thomas Ellsworth, Abby Ayers, Kellen Maicher, Rene Shalvoy

Development Period: May 2025 - August 2025

Software: Unity


Core Questions: How can we design a game which can help nurses learn the elements of a crash cart? How do we realistically simulate the preparation of medical equipment in VR? How do we make the app usable / intuitive for new VR users of all ages?


Description:

Crash Cart is a medical simulation video game meant to help train nurses in an engaging way for emergency situations. Players will work their way through a series of modules teaching them about the different elements contained within a Crash Cart covering topics anywhere from preparing an epinephrine syringe to performing a VFib algorithm. In addition, providing satisfying feedback, in depth tutorials, and enjoyable gameplay loops. Are you ready to learn how to help save a life?


Methodology:

Beginning with an initial request from Nursing staff at the James Medical Hospital, the process began with a prototyping and brainstorming phase to come up with the core gameplay loop. Using Overcooked as inspiration, the team decided to build the game around the idea of receiving requests for items and then, within a time limit, find and turn in the item. After conducting playtest sessions with several nursing staff, the project then developed into also including how to prepare each item under the guidance of the James Nursing Education team. From there, the story system was developed which walked users through a simple narrative while also teaching them the preparation steps for each item of the cart.

After having the initial systems developed in Story Mode and Arcade mode, the team moved into conducting heavy user testing performing over 15 different playtest sessions and having over 25 different nursing staff members experiencing the app and providing feedback throughout the development of the project. Through those playtesting sessions, the app was able to be continuously refined till it reached its final version for the first iteration of the project.


Takeaways:

This project more than any other has taught me the importance of playtesting sessions and the value of codesigning alongside subject matter experts for the content of your games. Additionally, I was able to learn several techniques, such as using GIFs for interaction tutorials and outlines for object interaction states (idle, hover, grab), to make VR more easily accessible for users who have never worn a headset before. Furthermore, I was able to learn the basics of 3D modeling and texturing through helping create some of the props used in the crash cart. Overall, through working on this project I was able to become a lot more comfortable with creating engaging VR experiences.

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