Pests & My Planet VR Game
An Immersive Virtual Reality (VR) Experience at COP28
In collaboration with the London School of Hygiene & Tropical Medicine (LSHTM), we developed “Pests & My Planet”, an immersive Virtual Reality (VR) experience designed for COP28 in Dubai. This experience was designed to support LSHTM’s mission of highlighting the urgent need for climate action and the health implications of the climate crisis. The VR experience offered a powerful way to engage global leaders and attendees, emphasizing the critical role of health in the transition to a sustainable, net-zero future.
Client
London School of Hygiene & Tropical Medicine (LSHTM)
My Role
UX Designer Lead
Technology
VR, Unity
Date
November 2023
Client Overview: LSHTM, a leading global institution dedicated to public health, participated in COP28 to advocate for the integration of health into the global climate agenda. Their focus was on presenting the latest scientific evidence regarding the health impacts of climate change and promoting effective adaptation strategies for a healthier, more sustainable future. The Challenge: With health being a thematic focus at COP28, LSHTM sought to create a compelling, interactive experience that would engage policymakers and civil society. The challenge was to communicate complex scientific concepts in a way that was both accessible and impactful, emphasizing the critical need for climate action in the context of global health, highlighted the urgent global health challenges exacerbated by climate change. The Solution: We created “Pests & My Planet,” a VR experience that educated and engaged users on the effects of climate change on vector-borne diseases and human health. The experience included three playable scenarios set in the near future, allowing users to explore the ramifications of their decisions on public health and the environment. By placing players in diverse scenarios ranging from urban settings to rural farms, the experience empowered them to make pivotal decisions impacting community health and safety. This task-focused gameplay provided insights into potential solutions and stimulated discussions on how to tackle these global challenges.
As the Lead Designer for this VR experience, I played a central role in shaping the user experience, ensuring that every interaction was thoughtfully crafted and aligned with the project’s objectives. My responsibilities included: • Interaction and Experience Design: I led the creation of user flows, wireframes, prototypes, and high-fidelity mockups, focusing on building an intuitive and immersive user journey. This included defining user interactions, such as the use of VR controllers, as well as integrating sound effects, music, and audio cues to enhance the overall experience. These design elements were meticulously documented to guide the 3D, development, and audio teams. • Design Leadership and Mentorship: Leading a team that included two experienced UX designers who were new to VR, I provided clear guidance on VR best practices and the differences between VR and traditional digital experiences. I also offered detailed instructions on documenting and building wireframes specifically for VR environments. This mentorship was key in ensuring that the design process was smooth and that our final product adhered to the highest standards. • Global Collaboration: I worked closely with the Hogarth UK team, which was responsible for the grey box of the 3D environments, and Hogarth Manilla, which produced the 3D models. My team in Brazil managed the project and led the design, development, and audio efforts, ensuring seamless collaboration across all teams involved. • Documentation and Knowledge Transfer: I ensured that all design elements and user interactions were thoroughly documented, providing clear instructions to the 3D, development, and audio teams. This documentation was essential for a smooth hand-off, enabling cross-department execution with clarity and consistency while preserving the integrity of the user experience.