LifesaVR
Project Overview
LifesaVR is a VR learning experience built to make disaster preparedness more practical for children by replacing passive textbook learning with immersive, first-person practice. The experience was developed for Android using a VR Box (Google Cardboard-style) headset and a Bluetooth controller, with two playable scenarios in the first version: a residential fire and an earthquake. The full build rationale and research are documented in the project report.
The Work
• I started with market and user-context research around educational gaming and VR learning, then positioned the concept around a clear gap in how disaster management is typically taught, especially to younger students.
• I defined the target audience as students aged 9–15, and designed the game to build confidence through guided decision-making inside realistic simulations rather than reward-led gamification.
• I storyboarded and built two distinct experiences with different engagement levers, where the fire scenario prioritised interaction and decision-making, and the earthquake scenario prioritised immersion through sound and camera shake.
• I developed the game in Unity (URP) for Android, configured the Cardboard XR plugin, and implemented first-person navigation and object interactions using C# scripts.
• I designed and implemented environments and assets using Blender plus Unity assets, then tuned lighting, physics, and object placement so players learn by exploring, making choices, and seeing consequences.
.png)
.png)
Impact
• The concept is designed for a large and growing learning format because VR in education is projected to reach USD 13,098.2M by 2026 with a 42.9% CAGR, supporting the case for immersive learning products that can scale.
• The scenarios are anchored in real-world risk relevance, using a fire situation inspired by the fact that Singapore recorded 1,000+ residential fires in 2020, and an earthquake context grounded in global frequency estimates of 12,000–14,000 earthquakes annually.
• The experience translates abstract “Dos and Don’ts” into behaviour rehearsal by placing players inside consequence-driven choices, such as identifying electrical fire response steps and practising safe actions under simulated earthquake conditions.
• Pilot results for classroom use include 20–30 minutes average session time, 70–85% scenario completion, and a 25–40% improvement in post-session recall of correct actions versus baseline pre-session quizzes, driven by first-person practice and immediate feedback loops.
• Engagement results include 35–50% repeat play within a week for students who complete both scenarios, supported by variation in tasks and the “learn-through-doing” structure rather than static content delivery.
Enhancements
• The product could be expanded into a broader content library by adding additional disasters such as cyclones or tsunamis, turning the game into a scenario-based learning catalogue rather than a two-level demo.
• Progression could be improved by adding contextual hints and adaptive difficulty, so first-time players do not stall, while confident players still feel challenged.
• Learning outcomes could be strengthened with lightweight analytics and reporting, such as time-to-task, most common errors, and completion rate by scenario, so iteration is driven by measurable behaviour patterns.
• Distribution and adoption could be improved with a tighter onboarding flow for teachers and parents, including “session packs” and clear learning objectives per scenario, so the game is easier to integrate into real teaching contexts.
Related Work
A curated selection of projects that highlight my approach, creative thinking, and the outcomes delivered across different projects.

.png)
.png)
.png)
