Sweet Valley

A virtual reality experience that helps long-term hospital patients reconnect with everyday social interactions through immersive exploration

Role: UX/XR Designer

Timeline: Fall 25 (2 weeks)

Tools: Usability Testing, Prototyping

Context: Academic project

Platform: Unity 3D, Meta Quest 2

Deliverables: VR prototype, interaction design, usability plan

The Problem

Patients admitted for extended periods often experience isolation, boredom, and a loss of connection to everyday life. While entertainment can reduce boredom, it rarely recreates the spontaneous social interactions and familiar environments that people miss most.

The Goal

Design an accessible VR experience that recreates the everyday moments people miss while recovering in the hospital.

Inspiration

Animal Crossing

  • Interactions with non-human NPCs that sometimes asks for help with simple tasks

  • Users feel good about helping them and can form attachments to these NPCs despite their non-human form

Why not just play Animal Crossing?

  • NPCs and environment are not realistic

  • Experiencing these interactions in VR would make it more immersive

Experience Flow

Hospital Room → SweetValley → Explore Community → Meet NPCs → Small Tasks → Build Relationships → Return to Visit

Explore

Transition into Virtual Reality

Can enter buildings like other open world games

Walk around common areas to talk to NPCs

Build close relationships with NPCs by talking to them often

Final Design

Role Prototype (Unity Assets Store)

Socialize

Reflection

SweetValley introduced me to designing interactions in virtual reality while learning Unity for the first time. Beyond developing a VR prototype, this project challenged me to think about how immersive environments can support emotional well-being and social connection. If I continued developing the concept, I would expand the depth of social interactions, introduce multiplayer experiences, and validate the design through user testing with long-term hospital patients.

Help Others

NPCs might ask for favors or small tasks

Earn kindness points

Community

The game remembers returning users

Playable with other real people

Future Opportunities

  • Multiplayer with friends and family

  • Richer NPC conversations

  • Daily-life routines

  • Public transportation

  • Personalized player roles

  • Kindness reward system

Success Metrics

  • Usability: Can patients comfortably navigate the world?

  • Engagement: Do players feel motivated to continue interacting?

  • Emotional Impact: Does the experience help recreate feelings of normal daily life?

Prototype Screencaps(selected)

Scene 1

Scene 2

Scene 3

<Scene 1.0>

<Game intro>

<Click on Start Journey to begin experience>

<Scene 2.0>

<First spawn and NPC dialogue>

<Move closer to interact with April NPC>

<Scene 2.2>

<task in progress; scene change; building interaction>

<Move to building door to enter>

<Scene 3.2>

<Scene change; Building interaction>

<Move and touch door to exit>

<Scene 3.0>

<Spawn in cafe>

<Move closer to interact with Barista NPC>

<Scene 2.1>

<NPC interaction, task received>

<Look for Cafe>

<Scene 3.1>

<Task completion>

<Navigate back to April NPC>