StaffsVerse: Building a Metaverse Campus Utilising the Unreal Editor for Fortnite

Authors

DOI:

https://doi.org/10.34190/ecgbl.18.1.2908

Keywords:

Metaverse, Student Engagement, Virtual Worlds, Onboarding, Virtual Campus

Abstract

In pursuit of redefining the conventional campus introductory experience, this paper presents the development and implementation of the StaffsVerse project - a virtual campus immersion tool.  Designed as a Metaverse representation, the StaffsVerse project intends to transform the physical campus of Staffordshire University into an interactive digital environment.  Its purpose extends to serving as a versatile tool for remote education delivery, virtual campus tours, public science outreach, and facilitating a seamless transition for students into the university community.  Through immersive digital engagement, the StaffsVerse project seeks to bridge the gap between remote learners and the campus environment while facilitating a smooth integration into academic and social aspects of university life. In contrast to previous implementations of virtual campuses, the StaffsVerse project is unique in leveraging the capabilities of Unreal Editor in Fortnite (UEFN).  This approach enables the development of highly detailed, interactive, and engaging environments within the expansive Fortnite ecosystem.  The project's primary objective is to harness the infrastructure and extensive user base of one of the world's most widely played multi-platform games, thereby ensuring a low barrier to access.  Therefore, this paper will explore how the UEFN system's adaptability can effectively create an accurate virtual replica of the physical Staffordshire University campus. The key contribution of this paper includes an overview of the design and developmental journey of the StaffsVerse project.  The evolution of the project will be outlined by discussing the two pivotal iterations of the game-based implementation and explaining the decision-making process that led to the resulting version.  The examination extends to the unique features of the UEFN build, addressing the inherent challenges and opportunities specific to the platform.  Furthermore, specific game-based decisions are discussed, such as replicating essential campus locations, integrating interactive features, and incorporating elements unique to the virtual environment. The paper will discuss the specific educational opportunities UEFN offers, including the potential for enhancing student engagement through gamified campus experiences, insights into creating a Metaverse university campus, and contributions to the growing discourse on the intersection of game-based virtual environments in learning.

Author Biographies

Professor Chris Headleand, Staffordshire University

Professor Chris Headleand is a leader in virtual worlds and digital education, specializing in immersive technologies and innovative teaching methods. His research spans virtual reality, AI, and user experience, earning recognition in both academia and industry. He has led numerous initiatives to enhance student learning and improve educational outcomes.

Davin Ward, Staffordshire University

Davin Ward is a Course Director from Staffordshire University whose background stems from operating his own indie game company. He specialises in game programming with a main focus on Artificial intelligence, and Multiplayer Game Development. 

Kieran Hicks, Staffordshire University

Dr. Kieran Hicks is a Course Director at Staffordshire University, leading the DEMI research centre. His research focuses on "games for good," engaging diverse groups through beneficial gaming activities like exergaming. He is pioneering work on "juiciness," enhancing the visual appeal and satisfaction in video games.

Stuart Butler, CG Spectrum

Stuart Butler is the Dean of Creative Industries at CG Spectrum, a top-ranked online school for animation, VFX, digital art, and game development. Stuart has extensive teaching experience focused around Games Development and is a Gold Authorized Unreal Instructor as well as being a practising technical game designer and vehicle artist.

Danni Threlfall, University of Lincoln

Danni is a PhD researcher at the University of Lincoln, specialising in Transitional and Serious Games, with a particular focus on the behavioural impact of video games. Her current research investigates how video games can influence student behaviour during the transition to university, exploring their potential to facilitate and support this process. She is actively involved in Lincoln Island, an ongoing project simulating the University of Lincoln's Brayford Campus. In addition, Danni has lectured in Games Design, Virtual and Augmented Reality, emphasising the positive role that games can play in enhancing people's lives.

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Published

2024-10-07