Overview
I implemented event triggers, physics simulation for the avatar, and stage haptics to help make the player feel their presence underwater while walking around on the mixed reality stage in real life.
There is much sealife around the player during the majority of the experience, and to have them react to the player, I helped program and tune fish scattering in response to players' flashlights and triggers for sharks and other fish swimming by players on the shipwreck deck.
I also implemented the stage haptics, including floor rumbling audio and fan wind speeds when the player is riding on their underwater scooter, to increase the immersiveness of the experience.
Throughout production, I supported each department by scripting editor tools to help their workflow as well as integrating their assets into the game.