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Beyond the Playground: The Metro Station

Completed the project with metro station scene, procedural city environment, and elevator transition system.

Beyond the Playground: The Metro Station

We've reached the final stage of the project. After Scene 2's colorful playground, I created a transition point that brings the player back to reality: The Metro Station.

Scene 3: The Metro Station

When the player exits the colorful room, they find themselves in a metro station. This scene represents the "return" moment after escaping the factory and experiencing creative freedom. But this time it's different — the player has changed, transformed.

Technical Implementation

MetroEntranceCityGenerator: I created a procedural city environment around the metro entrance. Ground pieces, plaza, lighting — all dynamically generated through code. This allows the scene to feel slightly different each time.

ElevatorProximityTrigger & ElevatorSceneTransition: A system triggered when the player approaches the elevator. The elevator facilitates scene transitions — just like the anomaly cube, but this time in a more organic and realistic way.

SpawnInRoom: A script ensuring the XR Origin spawns correctly positioned inside the room. On Quest 3S, the player always starts at the room's center, with cubes properly placed around them.

Visuals and Atmosphere

Using the Demo City by Versatile Studio asset pack, I created a realistic urban environment. Night atmosphere, wet asphalt, building facades, street lamps — all adding a cinematic feel to the project's final scene.

I also used the Subway Vol2 asset pack to create the metro station interior. Dark, industrial, yet familiar.

XR Hands 1.7.0 Update

I updated the Unity XR Hands package from 1.6.1 to 1.7.0. The new version offers better performance for hand tracking and Android XR support. Hand movements on Quest 3S are now smoother.

Conceptual Completion

The project completes as a circular narrative across four scenes:

  • Scene 1 (Factory): Alienation, monotony, measured labor
  • Scene 2 (Colorful Playground): Escape, creative freedom, play
  • Scene 3 (Metro): Labor returning inside the fantasy — cleanup and the commuter loop
  • Scene 4 (Concert / The Loop): The musical loop the player builds becoming the factory clock

The metro shows routine reappearing inside the daydream; the final concert reveals how the player's own creativity is captured by repetition. The loop was the clock all along.

The project continues. There's still much work ahead: refining scene transitions, enriching sound design, performance optimization, user testing, bug fixes, and preparing presentation materials. Development will continue until graduation in June 2026.