Incertidumbre

VR Development · Lead Developer · Interactive Narrative

Summary

Incertidumbre is a virtual-reality narrative experience created for the Art in Odd Places Festival. The project explores themes of gentrification, displacement, and cultural loss through first-person immersive storytelling.

I joined the project as the Lead Developer, responsible for rebuilding the entire project for Google Daydream, creating new interaction systems, optimizing performance, designing scene assembly, and preparing the game for public exhibition in Union Square Park. Although the project was first built for desktop, I rebuilt it entirely for mobile VR—including scene reconstruction, interaction systems, and fully optimized assets.

This was my first fully self-directed VR development project.

Main Website (Ambriente)

Project Overview

Incertidumbre began as a PC-based Unity prototype created by artist and professor Ricardo Miranda Zúñiga (Ambriente). Ricardo conducted personal interviews with immigrant residents facing displacement. His original version collected audio and video accounts, placed in loosely constructed scenes. These interviews were provided to me as raw video + audio, along with environmental art Ricardo created.

However, the project build:

  • was structured for desktop, not VR

  • contained large 4K textures unsuitable for mobile hardware

  • had no optimized interactions or interaction systems

  • required new scenes + pacing to effectively present the interviews

  • needed to be rebuilt to run smoothly on Google Daydream

I was responsible for bringing the interviews to life in VR, redesigning the narrative flow, and rebuilding the entire technical foundation for mobile VR. The final experience was presented publicly as a free VR installation in Union Square Park during Art in Odd Places.

Tools Used

  • Unity — VR scene rebuilding, interaction scripting, mobile optimization

  • Google Daydream SDK — input model, controller interaction, VR-specific UX

  • Android Build Tools — APK packaging, debugging, mobile performance testing

What I Worked On

Technical Development & VR Rebuild

As the sole developer on the rebuild, I:

  • Taught myself Google Daydream development, learning the SDK, input model, and mobile VR constraints from scratch

  • Converted the original PC controls into a Google Daydream–compatible mobile VR control system

  • Built the entire project architecture for Daydream, including new scene structure and interaction logic

  • Implemented movement, interaction triggers, narrative sequencing, and environmental transitions

  • Designed and implemented spatial audio cues that allowed players to “find” interview subjects by following directional sound — a crucial VR navigation mechanic

  • Rebuilt and programmed the project’s enemy AI (Guards), including patrol behavior, detection cones, and scene-trigger logic

  • Created entirely new VR-friendly level layouts that supported narrative pacing, emotional tone, and mobile performance

  • Re-engineered Daydream constraints and project models in new ways to meet the festival’s needs

Narrative Integration (Interviews to VR)

Ricardo provided the interviews and narrative direction. I:

  • Integrated video and audio recordings into interactive VR sequences

  • Designed scene progression to highlight emotional tone

  • Used spatial audio and environment cues to guide players toward the interview content organically

  • Built environmental triggers to support movement and transitions

  • Ensured interviews remained the central emotional focus of the experience

Environmental Design & Scene Assembly

Using the assets Ricardo provided, I:

  • Built VR-friendly level layouts that guided player movement and emotional pacing

  • Created spaces that represented the thematic elements of each interview

  • Integrated spatial audio sources throughout levels, adding an exploratory “follow the voice” mechanic

  • Designed transitions, lighting, and ambiance for emotional clarity

  • Optimized assets and rebuilt scenes for mobile VR performance

What I Learned

This project strengthened my ability to:

  • Quickly learn and adapt to new technology under tight deadlines

  • Rebuild a desktop Unity prototype into a fully functional mobile VR experience

  • Structure and implement emotionally driven narrative design

  • Balance artistic vision with technical performance constraints

  • Create VR environments that support clarity, pacing, and emotional engagement

  • Prepare interactive work for public exhibition, not just traditional playtesting

Working closely with Ricardo also reinforced the value of thoughtful collaboration. He was impressed with the quality and speed of the work I delivered, and later introduced me to a contact whose recommendation helped lead me toward my career at Rockstar Games.

Personal Reflection

Incertidumbre was one of the first projects where I carried full ownership over both the technical and experiential design, and it remains one of the most meaningful projects of my early career. It pushed me to grow quickly, trust my instincts, and find confidence in my ability to learn new technologies under pressure.

Teaching myself Google Daydream development in just a few weeks was both challenging and empowering. I had never worked in mobile VR before, and suddenly I was responsible for rebuilding an entire project, optimizing it for performance, integrating media, and designing new interaction systems from the ground up. It taught me that I could adapt quickly, solve unfamiliar problems, and find solutions even when the path was not immediately clear.

It was also my first professional contract project outside of the GUMBO community, which made it a defining moment for me. Up until this point, most of my work had been within the comfort of my local indie circle. Accepting this project meant stepping forward as a confident creative professional and trusting that I could deliver something ambitious on my own. Looking back, taking that leap was one of the most important decisions I made early in my career.

Working with Ricardo was equally impactful. He was incredibly kind, welcoming, and supportive, and he made the collaboration feel personal rather than transactional. He invited me into his home to work together, shared lunches with me at small spots down the block in Park Slope, and always checked in to make sure I felt comfortable with the project. He also introduced me to the wonders of malt vinegar on fish and chips during one of those lunches, a small moment that I still smile about today. Despite the professional nature of the work, he treated me as both a collaborator and a friend, and that warmth made the experience genuinely enjoyable.

Designing with spatial audio, environmental pacing, and narrative sensitivity helped me understand how VR can create emotional presence in ways that other mediums cannot. Standing in Union Square during the festival and watching strangers step into the experience for the first time confirmed how powerful that combination can be.

This project also shaped the next chapter of my career. Ricardo was impressed with the work I delivered and later introduced me to a contact who helped open the door to Rockstar Games. In many ways, Incertidumbre became a turning point that connected my passion for storytelling, technical development, and human-centered design.

It is a project I am still proud of, not only for the technical challenges it demanded but for the humanity and purpose at its center.

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