

OVERVIEW
Maritime is a multiplayer VR training simulation based on a student project created by students from Hogeschool Rotterdam. Enversed Studios was later asked by Boskalis to turn the original mockup into a more polished and professional application.
The experience simulates accident and emergency situations on the bridge of a ship, allowing employees to train and practice how to respond to different maritime emergency scenarios in a safe virtual environment.

Engine
Unreal Engine

Platform
Oculus Quest
Project Type
Team
Primarily Role
Gameplay & UI Programming
Client
GAMEPLAY SHOWCASE
The experience begins with selecting a scenario on the PC. Each player then puts on a VR headset and chooses a role on the ship. Once everyone is ready, the scenario is launched from the PC and the training simulation starts.
During my internship at Enversed Studios, I worked on the Boskalis scenario, which simulates an engine failure while the ship is approaching a green zone and another ship is heading directly toward it.
The scenario focuses on communication and teamwork between the bridge crew, engine room, and the approaching ship while handling the emergency under time pressure. Players must stay calm, coordinate effectively, and repair the engine before a collision occurs. If they fail to resolve the issue in time, the ships collide and the scenario restarts. If they successfully avoid the accident, they proceed to an evaluation phase where both the players and the captain can review and assess the team’s performance.
MY CONTRIBUTIONS
Implemented Phase 4 of the Boskalis Focused on the engine failure emergency and incident escalation
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Implemented engine breakdown and emergency state logic
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Integrated communication flow between engine room and ship crew
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Configured multiplayer synchronization for training events
Implemented Phase 5 of the Boskalis Focused on engine repair flow and scenario completion systems
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Implemented engine repair and recovery gameplay logic
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Added success and failure outcome handling based on player actions
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Integrated voice-over events and timed scenario transitions
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Configured training completion and evaluation sequence
Implemented the player evaluation system
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Built evaluation screens for players and captain review
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Added role-based evaluation flow for different crew members
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Implemented score selection and validation logic
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Collected evaluation data from each scoring category
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Connected the evaluation flow to the scenario completion screen
Developed the spectator evaluation filtering and score analysis system
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Built dynamic role-based filter buttons for evaluation views
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Implemented captain, crew, and spectator evaluation filtering workflows
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Created evaluation data conversion utilities for replication support
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Developed score aggregation and average calculation logic
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Added role comparison and matching systems for evaluation grouping
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Connected filter state changes to real-time UI updates and score displays
In this project, I worked on both gameplay systems and UI. During the scenario, the ship reaches a designated green zone that triggers a front engine failure. Players with specific crew roles must then communicate with the engine room to coordinate the repair process while another ship is approaching from the front.
I implemented the gameplay mechanics for triggering the engine failure, handling the communication flow between crew members, integrating voice-over events, and creating the engine repair sequence. I also added timed repair mechanics that informed players when the engine was repaired so they could restart the engine and continue navigating to avoid a collision. If the crew successfully repaired the engine in time and safely passed the approaching ship, they proceeded to the evaluation phase at the end of the scenario.

After finishing the scenario, players move to an evaluation scene where they evaluate both themselves and the captain before submitting their responses and removing the VR headsets. Each evaluation option corresponds to a score range, from “It’s a Start” to “Excellent.”
Spectators observing the scenario on the PC also complete an evaluation of the team and captain after the scenario ends. Once their responses are submitted, the spectator evaluation screen displays the results for each role, along with the average team and captain scores based on all submitted evaluations.
