About Frontgrid
Frontgrid is the company behind ParadropVR, a state of the art virtual reality flying experience. It combines motion-based engineering with virtual reality environments to give people the sensation that they're flying over a specific location (something they’ve coined as ‘location-based flying’), then adds gamification, narrative and educational elements.
Our project was called ‘Creating a virtual paradigm’
It was literally about creating a new way of looking at the world. Previously, our focus had almost exclusively been around arcade games or entertainment centre attractions, but we were keen to explore how we could use the installation we had as a vehicle to help connect people with real world places. We thought that if you can experience somewhere in virtual reality, why not have that be a real place? Furthermore, why not use it to drive positive action in the real world?
We had permission to install two VR units at Adventure Parc Snowdonia
For these units, we developed custom content specific to Snowdonia National Park (as it was known then - it has since become ‘Eryri’). We created an exact type of graphical representation in virtual reality of the national park using something called LiDAR data; it’s a remote sensing method used to examine the surface of the Earth, the results of which can be used to make 3D models. This LiDAR data gave us the lay of the land, which we used as the base grid of our built world. We used game engine software (Unreal Engine) to apply things like textures onto the grid. For example, we could add the texture of grass to slopes or reflections of the sky in lakes.
Clwstwr funding allowed us to go through a proper research process
We considered all the possible opportunities for touch points along the customer journey of the experience and the ways that the experience could teach somebody about a real world place. These included consideration of what users see when standing in the queue, what the user interface is like, how they get onto the ride, what the exact experience is and what they take away.
We consulted with stakeholders, including the local destination marketing group, to identify the needs of the park. We collated lots of challenges they’re facing, such as the overtourism of Snowdon and the needs of locals near the park’s tourism hotspots. These formed aims that we could work towards when developing our gamified VR experience.
We researched existing games and game mechanics used to connect people with the real world
From video games to mobile games, there were examples of exploring spaces and places through games. We dug into how the experience can connect people with somewhere, whereby they could touch or see it, rather than just hearing it being described, to enhance learning. Once we’d mapped the touchpoints of the customer journey and explored all the different ways that we could use them to influence people, we shortlisted our learning outcomes.
We grouped our outcomes into themes
The themes included orientation, teaching people about the local geography, the local history, the environment, local myths and legends and local culture. We also considered how the games would be framed, e.g. whether they’d be racing games, treasure hunt games or peak-bagging games (where you ’bag’ each peak you reach). We shortlisted three games we could develop, test and optimise. Our joint funding paid to create three proof of concept games to be launched to the public.
The first game was an introduction to Snowdonia via orientation
You’re spawned above Snowdon, so that you feel like you're flying over the mountain. You see all of the mountains, which are labeled, as well as major features (like the sea) and a compass for orientation. It's all about exploring and getting to know the lay of the land, aided by a voiceover that provides information.
The second game was quietly trying to help prevent overtourism of Snowdon
It was about following the 14 Peaks Trail of Welsh 3000s (mountains in Wales that have a height of 3000 feet or more), all of which are situated in Snowdonia. Its aim was to make the mountain trail easier for people to explore via VR, but also to demonstrate how there are many more options besides Snowdon if you’re after a mountain walk.
The 14 peaks are spread across three mountain ranges (The Snowdon Massif, The Glyderau and The Carneddau). We used gamification to explore them all from above. Users could ‘bag’ peaks by flying through rings in the sky, subconsciously learning about the lay of the land and the variety of mountains on offer. We tagged on a learning exercise by giving out a worksheet on the history of the mountain ranges and advice on how to travel responsibly in the park.
The third game showed what would happen if you flew at night
It was inspired by conversations with the Snowdonia National Park authority. Snowdonia is a Dark Skies national park, accredited as having really low levels of light pollution. Proactive steps are made to reduce and maintain light pollution, meaning it’s one of the best places to see the stars, and we wanted to show off this feature of the area.
Users could fly through the sky above Snowdonia towards the constellations, which was set up as an exact replica of what the constellations would look like over the mountains on a particular date. As you fly past the constellations, you get information about them. Afterwards, we had worksheets you could use to learn more if you wanted.
The process helped us find fun ways of conveying educational information
We wanted to create something both entertaining and educational. Our R&D phase enabled us to find ways of weaving in subtle messages and calls to action. We hope that users might take the things they learn while playing and improve their actions in the real world. It was a successful proof-of-concept project.
We're very grateful for the Clwstwr funding
We stretched it far; we put it towards making the three games and producing related research papers. It made us expand our skill set, learn about other options we could incorporate, think about things differently and opened up our potential for future opportunities in the VR experience industry.
Most importantly, it gave us the chance to run user testing and analyze the results. So many people from different age groups used the installations. We collected mostly qualitative feedback from them, although we have some quantitative data, which informed a strategy document encompassing all of our learnings and ideas. It’s completely shaped the direction of the company, pivoting us towards creating more VR places inspired by real world spaces.