Atolla Rescue: A VR Mission in Deep-Sea Education
Explore the ocean depths while saving an Atolla Jellyfish and learning about its survival and biology
A project by Danylo Vynogradskyi, Daniila Nazarkin, Julong Yan, Mirabella Hohenlohen-Langenburg & Mykyta Pasternatskyi
Supervised by Prof. Dr. Frank Gabler & Prof. Philip Hausmeier
Project done in Study Semester 3 | Winter 2024/2025
About Project
Atolla Rescue is a VR experience that blends deep-sea exploration with scientific storytelling, designed for the Senckenberg Museum and aimed at users aged 12 to 20. Players assume the role of a marine biologist on their first mission, navigating the ocean from inside a submarine. With the help of an onboard AI, players learn how to operate the sub, interact with its tools, and eventually discover a damaged Atolla Jellyfish in need of rescue.
The main mission is to return the jellyfish to its natural environment while learning about its biology, food sources, survival mechanisms, and role in the ecosystem. To avoid complexity and support younger players, the controls are kept intentionally simple—no free movement, only intuitive actions like pressing buttons and pulling levers. This ensures accessibility while enhancing immersion.
The project places a strong emphasis on emotional engagement. As users progress through the journey, they build a sense of connection with the jellyfish. By focusing on storytelling instead of traditional instruction, the experience enables users to absorb scientific content without ever reading text or following explicit learning cues.
The entire development took place over four months, balancing 2.5 months of research and concept work with 1.5 months of production. Throughout this time, the team maintained a sharp focus on combining entertainment and environmental education. The result is a digital exhibit that feels like a heartfelt mission, using virtual reality to inform, engage, and inspire curiosity in a younger generation of learners.