Lucas Thielmann

Work | About Me

UCSIM

Professional AR/VR Application Development in Unity

Sep 2021 - Dec 2022, Jan 2024 - Jul 2024

Role: Student Developer

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During college, I did full- and part-time work at The University of Cincinnati's Center for Simulations and Virtual Environments Research.

At UCSIM, I worked on several AR/VR projects in the Unity game engine. The purposes of these projects varied, including immersive storytelling, research projects, and medical simulations.

UCSIM has a small development team, which meant I had the opportunity to work with many different elements of the development pipeline. During my time there I was responsible for gameplay programming, level design, environment design, event sequencing, performance optimization, and more. I can't show all of the projects I worked on, but I've selected a few of them here.

Screenshot showcasing Hope After Hate video viewer

Hope After Hate

Immersive VR Storytelling

Hope After Hate is a VR narrative experience which tells the story of holocaust survivor Moniek Lipszyc. Players explore various locations from Moniek's story, and can view what those locations look like in the present by interacting with 360° video globes placed around the scenes.

My work on this project consisted mainly of sequencing dialogue, animation, and events, as well as quality assurance and fixing bugs. Later on I was also tasked with refining the design of one of the levels to be more condensed, as well as implementing more environmental detail.

Screenshot of CAP Research Framework

CAP Research Framework

Experiment Development Tools

This was not a standalone playable experience but rather a set of tools we developed for the Cognition Action Perception Center at UC to make it easier for researchers to develop multiplayer VR experiments. These experiments involved situations where test subjects would have to cooperate on a task that they had asynchronous information about (for example, objects being visible for one person and not another).

The toolset included several "behaviors" which could be applied to objects in the unity editor. I was responsible for developing several of these, including a behavior where objects would be differently colored for different participants, one where different amounts of lens distortion could be applied, and one where controller haptics could be triggered differently.

Screenshot of a MESP NPC

Great American Insurance Group Project

NDA Work

I can't share much about this project other than that my responsibilities included development of key VR gameplay mechanics, and level/environment design.

Screenshot of a MESP NPC

Medicaid Care Experience Simulation

Patient Care Simulation

MCARES is a set of three simulations designed to help healthcare providers empathize with patients. Each simulation followed a character in need of specialized care and explored the difficulties they had in getting it.

My work on this project consisted mainly of sequencing animations, audio, and interactions, as well as bug fixing.

The project was intended for a more general audience, so was developed for WebGL with mouse-based point-and-click controls.