
Escape! Earthquake Pioneer
Technical Artist/ Programmer/ 3D Artist/ Scene Design




Escape! Earthquake Pioneer is engaged in the development of a Ministry of Education VR teaching resource aimed at instructing junior high school students on earthquake survival techniques via immersive virtual reality experiences. My primary role in this project pertains to the design and construction of three-dimensional scenes, as well as the implementation of various elements such as collisions, fragmentation, and sound effects.
The game comprises two segments: instruction and assessment. In the instructional phase, the earthquake elf, "Niuniu" directs players to grasp crucial information on safety measures and hiding spots during an earthquake. During the testing phase, players immerse themselves in a realistic seismic event, requiring swift responses and prompt evacuation to a secure a location within a restricted timeframe.




The game comprises two segments: instruction and assessment. In the instructional phase, the earthquake elf, "Niuniu" directs players to grasp crucial information on safety measures and hiding spots during an earthquake. During the testing phase, players immerse themselves in a realistic seismic event, requiring swift responses and prompt evacuation to a secure a location within a restricted timeframe.
Close Beta
During the closed beta, we collaborated with a junior high school to tailor the system for 7th to 9th-grade students.


Close Beta
During the closed beta, we collaborated with a junior high school to tailor the system for 7th to 9th-grade students.
Technical Detail
Crushing simulation
To replicate a genuine earthquake experience in VR, we crafted damaged models of breakable objects and substituted them for the original models when the objects experienced a specific level of acceleration, resulting in a realistic, broken effect.



Colliders and Friction
We added colliders and friction settings to each model, allowing players to realistically open cabinets and drawers, while accurately simulating the movement and collision responses of objects during an earthquake.



Crushing simulation
To replicate a genuine earthquake experience in VR, we crafted damaged models of breakable objects and substituted them for the original models when the objects experienced a specific level of acceleration, resulting in a realistic, broken effect.
Colliders and Friction
We added colliders and friction settings to each model, allowing players to realistically open cabinets and drawers, while accurately simulating the movement and collision responses of objects during an earthquake.