
Campus XR
By Kudos Studios




Campus-XR is an immersive virtual reality platform designed for schools to deliver interactive, experiential learning. The platform enables students to explore themed environments tied to different subjects while interacting with educational content, AI characters, and collaborative gameplay activities.
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Teachers can customise lessons using a library of interactive 3D models, AI generation, quizzes, AI debates, and 360° video content while tracking student progress through integrated analytics.
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My Contributions
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Gameplay Systems & Game Modes
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Designed and implemented multiple educational gameplay modes to support interactive learning activities.
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Built systems to allow structured gameplay experiences within different themed environments.
AI Character Systems
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Developed AI-driven characters including debate participants, robots, and dinosaurs used within learning scenarios.
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Implemented behaviour logic to allow AI characters to interact with students in engaging and educational ways.
Multiplayer Networking
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Implemented multiplayer functionality to support multiple students interacting within the same VR environment.
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Worked with networked object synchronisation and gameplay interactions to maintain consistent behaviour across clients.
Tutorial & Onboarding Systems
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Designed and implemented tutorial experiences to guide new users through platform controls and mechanics.
Performance & Optimisation
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Addressed VR performance constraints through optimisation of gameplay systems and scene interactions.
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Ensured stable performance in multi-user environments with interactive content.






Utility AI - Animal behaviour
For Campus XR I implemented a Utility AI system to control the behaviour of interactive animals within the VR environment. Instead of relying on fixed states, animals evaluate multiple behaviours and dynamically select the most appropriate action based on their current needs.
Each behaviour is composed of considerations such as hunger, thirst, boredom, and player interaction. These factors are evaluated using response curves to produce a utility score, allowing the AI to select the behaviour with the highest priority.
The system supports behaviours such as wandering, eating, drinking, sleeping, and interacting with players, creating animals that respond naturally to both environmental conditions and player actions.
The architecture was designed to be data-driven and modular, allowing new behaviours and considerations to be added without modifying the core decision system.


The Utility Controller allows behaviours and considerations to be configured directly in the Unity inspector. Each behaviour evaluates multiple considerations and calculates a final utility score used to determine the selected action.


Example response curve used to evaluate behaviour desirability based on input values such as player bonding, hunger, energy, or boredom.



