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Airport Explorer

Airport Explorer is an educational VR simulator game that lets players roleplay three vital aviation careers through engaging mini-games. Instead of just watching planes take off, players get hands-on experience managing cabin crew tasks like serving drinks and handling emergency drills, working as ground staff to load and transport baggage on the tarmac, and operating an X-ray scanner as a security inspector to screen packages for accuracy. By turning complex aviation logistics into fun, digestible challenges, it serves as the perfect interactive tool for career exploration.

Role
Level Design
Type
3D Simulator
Platform
Virtual Reality (VR)
Team Size
2 Developers
Duration
3 Months
Date
2026

Screenshots

Reflections & technical notes

Project Overview

As I keep building up more and more professional experience in VR game development, I’ve been really focused on finding good ways to use VR’s immersive features when making new simulator games. I put a lot of effort into this because I want to make the most of what VR can do.

This simulator ended up being a great project for me to work on. it lets me try out all kinds of different operational roles through experiments. On top of that, it also gives me really valuable chances to learn more about how VR game development works—like the processes involved and the technical stuff I need to know. It’s basically a perfect fit for what I want to do right now.

I handled all parts of level design. My partner took care of the game concept and designing and picking 3D models.

Operations Cabin

Cabin Space

The cabin is a small indoor space, just like a real-world cabin. So I made the player's collider thinner to make it easier for them to move around while doing tasks.

Entrance Table

At the entrance, I set up two computers, two buttons and a score display screen. Players will face this table right from the start.

Two Computers & Two Buttons

These two computers each have their own job. The left one controls level starts, keeps track of objectives, and decides whether to go to the next level or end the game. The right one is for watching tutorial videos.

There are two buttons on the front. The left one restarts the game, and the right one exits it.

Countdown Timers

There are timer displays all around showing the game's remaining time, so players can check the time easily anytime.

Luggage Handling Level

Map Layout & Invisible Walls

This level's map is huge. The player mainly moves around a warehouse and an airplane, and there are vehicles there.

I put invisible walls around the planes and warehouses to stop players from going too far. If you look closely at the picture, you can see blue lines around the airport—those are the invisible walls.

The Warehouse

This is the warehouse. It's a small part of the map but bigger than the others. Players start at the truck location, on the right side of the top-down view.

Warehouse Views

Viewing the warehouse from different angles.

Console Menu Design

This is the menu design. It looks like a console and works just like the old desktop menu—you can start or exit the game, and check out introductions and tutorial videos.

There’s only one menu, but actually two console models. The scene is too big, so there are two tasks, each with a fixed spot. The first is moving luggage to the vehicle, and the second is moving it to the conveyor belt.

I put console models at both fixed spots, and the 2D UI can switch between the two sides. When the player gets close to one console, the UI menu is basically independent. Since this menu needs scoring and timing functions, I did it this way because I was a bit lazy. I didn’t have to change the scripts, and it also helps with optimization.

Tractor Info Displays

I added lots of useful info displays to the tractor. The black screen shows how much luggage is on board. The white screen is a location indicator with text direction reminders. And the red part of the compass below always points to the destination.

Warehouse Level

Restricted Play Area

The warehouse map looks huge, but players can only move around a quarter of it. I put invisible walls to stop them from wandering. When a player gets close, the wall turns red gradually, and only NPC carrying goods can go through.

Level Loading Menu

This is the menu, the same one for loading operation levels.

Scanner Station

By the scanner on the table, besides the buttons needed for the task, there are how-to videos and paper instructions.

Tutorial Level

Tutorial Scene Overview

The video didn't show the tutorial levels, so let me explain them here.

I've put all the levels into one scene called the tutorial. It helps players start the game quickly—they can learn to play all or some levels before the official start. The trial is optional, and this scene also lets you pick and enter the actual game levels.

Indoor Amusement-Park Layout

I put all the game content mechanics into a big building to make an indoor effect, like an indoor amusement park feel.

Main Menu Pages

I put the main menu at the start of the map, so players see it right away.

The first page shows how to control the game, the second introduces the game content, and the third is the tutorial map. The fourth page has settings—you can switch languages between Chinese and English, restart, or exit. The fifth page is the credits.

Conveyor Belts

To let players move faster, I added two conveyor belts that go back and forth. Players can move automatically just by standing on them.

Level Selection Room

I made a special room for picking levels. There's a menu here where you can choose all the game levels.

Outdoor Preview Areas

Outdoor areas have themed titles and tutorial videos to let players preview the game.

Indoor Info Boards

There are also instructional videos, gameplay introductions and game objective statistics(scores) inside.

Info Board Example: Tractor

Take the tractor experience as an example. It's an indoor info board showing title, intro, video and objectives.

Performance Optimization

To make the VR run smoother, I tried different ways to optimize the scene. The best method was like Distance Culling, but I used collider detection. I set up invisible colliders outside all rooms. When the player touches one, the whole mini-game in that room respawns. When they leave the collider, the room clears, which is like a reset. So all room mini-games won’t run at the same time.

Some rooms have mini-games that use lots of scripts or heavy physics calculations. Without this optimization method, the VR device can't handle it. The FPS will drop to around 10, which is really uncomfortable.