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Adventure Lab

A STEM based serious game to teach kids video game development via a visual programming interface.


Client: National Science Foundation (NSF)
Developer: Virtual Heroes
Platform: Unreal Engine 2.5
Release Date: May 2009

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Project details coming soon.

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LVC Convoy Trainer

Client: General Dynamics
Developer: General Dynamics
Platform: Unreal Engine 2.5
Release Date: September 2009

Project details coming soon.

Ultimate Teamplay (PSP)

Client: Hilton Garden Inn
Developer: Virtual Heroes
Platform: Vicious Engine
Release Date: January 2009

Ultimate Teamplay PSP is a remake of the PC-based Hilton Employee Trainer game for PlayStation Portable. It was the first and only serious game to be released for Sony’s portable video game console that could not be bought in stores, but was distributed directly to employees of the hotel chain.

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Robo Math

A 3-d virtual replica of the International Space Station to teach children math and get them excited about space travel.


Client: Canadian Space Agency
Developer: Virtual Heroes
Platform: Unreal Engine 2.5
Release Date: February 2009

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Robo Math is an educational game for children that has been developed in cooperation with the Canadian Space Agency (CSA) and Project Whitecard. Players can assume the role of Canadian astronaut Julie Payette to explore the International Space Station (ISS) and solve trigonometric problems.

The game also features an interactive model of the Canadarm, the remote-controlled mechanical arm that is used to position astronauts and capture and repair satellites. It was used by Julie during the STS-127 mission.

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Pamoja Mtaani

An open-world video game to influence HIV risk perceptions, attitudes and behaviors among young people in Africa.


Client: Warner Brothers
Developer: Virtual Heroes
Platform: Unreal Engine 2.5
Release Date: March 2009

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The award winning serious game Pamoja Mtaani (Together in the Hood in Swahili) is part of the global HIV Free Generation Project under the U.S. President’s Emergency Plan for AIDS Relief (PEPFAR) and represents an unprecedented approach to increase HIV/AIDS awareness amongst the younger African generation.

The game follows five strangers who are brought together through unforeseen circumstances and leads the player through a quest in various East African neighborhoods in order to communicate behavior change objectives.

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Olympic Village

Client: Nortel
Developer: Virtual Heroes
Platform: Unreal Engine 2.5
Release Date: June 2009

Project details coming soon.

ReMission 2

Client: HopeLab
Developer: Virtual Heroes
Platform: Unreal Engine 3
Release Date: cancelled

Project details coming soon.

Bio Network 2

Client: NC State University
Developer: Virtual Heroes
Platform: Unreal Engine 2.5
Release Date: October 2009

After the successful completion of the BioNetwork project in 2008, Virtual Heroes was awarded a follow-up contract for its continuation in 2009.

While the code and content of the original project had been created mostly by students at the Wake Tech Community College in North Carolina, much of the phase two work was done in-house. It mainly consisted of polishing the existing game, adding some new features to it, and making the game more interactive.

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CaveUT

Client: PublicVR
Developer: Virtual Heroes
Platform: Unreal Engine 2.5
Release Date: April 2009

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CaveUT is a collection of code classes to integrate CAVE displays and panoramic theaters into Unreal Engine 2.5 based games and simulators. The package was first developed in 2005 and has since been used in many academic and commercial projects all over the world.

In 2009 PublicVR asked us to fix a few issues present in their latest implementation, which has resulted in a complete redesign and rewrite of CaveUT. The project also included a rewrite of VrpnUT and a feasibility study of CaveUT for Unreal Engine 3.

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UltraVis

Client: DARPA
Developer: ARA / Virtual Heroes
Platform: Unreal Engine 3
Release Date: October 2009

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The Urban Leader Tactical Response, Awareness & Visualization system (ULTRA-Vis) is a DARPA funded program to improve situational awareness and reduce collateral damage on the battlefield by overlaying real-time geo-registered information in a soldier’s visual field of view.

This augmented reality successor to the U.S. Army’s infamous Landwarrior system started out as a competition between several large corporations that was ultimately won by my employer and productized as the ARC4.

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