
VELOS (NASA BIG Idea Challenge Winner)
industrial and UI/UX designer for a released Virtual Reality simulation & minigame
industrial and UI/UX designer for a released Virtual Reality simulation & minigame

Client
NASA, The Luminosity Lab at ASU
Year
2020
Info
VELOS was an award-winning launcher and probe system designed to efficiently explore the moon’s permanently shadowed, difficult to reach regions. The VELOS VR experience is made in Unity for the Oculus Quest.
VELOS was an award-winning launcher and probe system designed to efficiently explore the moon’s permanently shadowed, difficult to reach regions. The VELOS VR experience is made in Unity for the Oculus Quest.
VIEW THE VELOS VR ENVIRONMENT
VELOS was an award-winning launcher and probe system designed to efficiently explore the moon’s permanently shadowed, difficult to reach regions. The video below is gameplay footage of the VELOS simulation: putting the user in a fully immersive moon scene as an astronaut with the goal of deploying VELOS in to the moons permanently shaded regions and extract all the necessary, hard-to-reach data laying within them.
VELOS was an award-winning launcher and probe system designed to efficiently explore the moon’s permanently shadowed, difficult to reach regions. The video below is gameplay footage of the VELOS simulation: putting the user in a fully immersive moon scene as an astronaut with the goal of deploying VELOS in to the moons permanently shaded regions and extract all the necessary, hard-to-reach data laying within them.

MY ROLES
My role on the VELOS team was focused on the VR environment demonstrating how VELOS works and deploys on the moon. I storyboarded ways to gamify the experience, designed user flows and environment layouts, and 3D modeled assets for the VR experience.
THE PROCESS
THE PROCESS
My process on the VELOS VR team started with ideating and collaborating with multidisciplinary teams to brainstorm ways to demonstrate the VELOS experience and train users on how to use VELOS. This was followed with concept ideation, sketching and storyboarding until we finalized our user experience. My roles in creating the VR environment then required UI/UX design for HUD assets and surface modeling the NASA Rover and VELOS assets used in the VR environment. The models required optimization to run well in the VR environment and ultimately enhance the user experience.
My process on the VELOS VR team started with ideating and collaborating with multidisciplinary teams to brainstorm ways to demonstrate the VELOS experience and train users on how to use VELOS. This was followed with concept ideation, sketching and storyboarding until we finalized our user experience. My roles in creating the VR environment then required UI/UX design for HUD assets and surface modeling the NASA Rover and VELOS assets used in the VR environment. The models required optimization to run well in the VR environment and ultimately enhance the user experience.
My process on the VELOS VR team started with ideating and collaborating with multidisciplinary teams to brainstorm ways to demonstrate the VELOS experience and train users on how to use VELOS. This was followed with concept ideation, sketching and storyboarding until we finalized our user experience. My roles in creating the VR environment then required UI/UX design for HUD assets and surface modeling the NASA Rover and VELOS assets used in the VR environment. The models required optimization to run well in the VR environment and ultimately enhance the user experience.




MY ROLES
Client
NASA, The Luminosity Lab at ASU
Year
2020
Info
VELOS was an award-winning launcher and probe system designed to efficiently explore the moon’s permanently shadowed, difficult to reach regions. The VELOS VR experience is made in Unity for the Oculus Quest.

