Collaborative VR environment

CASE 02

E-Lounge

A published VRChat world for learning and social connection, rebuilt in Unity through UdonSharp systems, performance-focused 3D work and close collaboration.

Published VRChat world · IPSantarém
UnityUdonSharpBlenderVRChatMeta Quest
WORLD ONLINE · VRCHATEXPLORE THE WORLD
UNITY  ·  UDONSHARP  ·  2025

Project overview

What is E-Lounge?

E-Lounge is a social and educational VRChat world created for the IPSantarém academic community. It brings together a dynamic library, social spaces, multimedia tools, playful interactions and areas for shared events inside an environment designed to work on both PC and Meta Quest.

The project began with Getúlio Elias's idea and early prototype. I joined as the initial programmer and spent the following months helping to reshape the Unity world, build its interactive systems, solve performance problems and learn the foundations of Blender under Getúlio's guidance. Diana Santos and the UEDIPP team were also central to turning that starting point into a published collaborative environment.

My contribution

  • Initial programming and interactive systems in Unity and UdonSharp
  • Fishing, multimedia, music, teleportation and multiplayer behaviours
  • Original 3D modelling in Blender and asset correction
  • Built-in pipeline, LOD, lighting probes and Meta Quest optimization
  • Collaborative continuity from Getúlio Elias's original prototype

Project trailer

A guided look inside E-Lounge.

An archival presentation of the original world, its spaces and the experience created for the IPSantarém community.

AUTHORSHIP NOTE

This video was not created by João Andrade. It was produced at the time by a colleague from the unit and is presented here from the original E-Campus IPSantarém E-Lounge source.

Original E-Campus source

Collaboration and authorship

A shared world, with every contribution visible.

E-Lounge grew through continuity, mentorship and teamwork. The result belongs to that chain of people, not to a single author.

01

Getúlio Elias

Original concept and modelling lead

Getúlio conceived the initial idea and prototype. Even after completing his own placement, he taught me the foundations of Blender and continued to guide the project.

LinkedIn · Getúlio Elias
02

João Andrade (me)

Initial programmer and interaction developer

I programmed and tested the interactive systems, restructured Unity content, worked on performance, and learned 3D modelling while helping the world take shape.

LinkedIn · João Andrade
03

Diana Santos + UEDIPP

Production, modelling and institutional direction

Diana worked alongside me on production and modelling. The UEDIPP team provided the educational purpose, supervision and environment that allowed the prototype to become a published world.

LinkedIn · Diana Santos
DOCUMENTATION HANDOFF

The placement ended. The project did not.

E-Lounge continues to be developed today by successive interns. Several people have already carried the world forward, using the technical documentation I left behind as a starting point for maintenance, learning and new development.

Original 3D work

Learning became geometry.

For roughly two months, programming and world design happened alongside my first serious steps in Blender. Getúlio gave me the foundation, then I applied it directly to objects the world could use.

The fishing rod was modelled and programmed from a single reference image. The pickaxe studies were created to understand modelling tools and speed up my workflow. These are the original project files converted for this interactive portfolio viewer.

Building the living world

Playful on the surface. Deliberate underneath.

The work was not a list of isolated features. It was the effort of making books, media, music, water and multiplayer feel like the same place, then refining that place until VRChat could run it reliably.

  1. 01

    A world worth exploring

    Floating books, interactive seating, video, livestreams, music, lighting and teleportation made each room useful instead of merely decorative.

  2. 02

    Shared without falling apart

    UdonSharp events, ownership checks and synchronized state kept the same interactions dependable for several visitors at once.

  3. 03

    Small systems with personality

    The fishing rod, water behaviours, reactive dance floor and playful objects were built as small experiments that made the environment feel inhabited.

  4. 04

    Designed around the real limits

    Built-in rendering, baked lighting, probes, LODs and event-driven managers replaced heavier ideas so the world remained practical on PC and Meta Quest.

Published environment

One world, several ways to belong.

The final spaces move between study, play and informal connection. These images were extracted directly from pages 30 and 31 of the internship report.

Arrival hub
01Arrival hub
Dynamic library
02Dynamic library
Social beach
03Social beach
Synchronized club
04Synchronized club
Picnic clearing
05Picnic clearing
Camp area
06Camp area

The world is published

Enter E-Lounge, or read how it was built.

Two direct paths to the project: visit the published VRChat world or open the complete record of its design, development and results.

45 PAGES · PDF · 3.8 MB

João Andrade

The complete internship report covering responsibilities, technical decisions, development challenges and the final published result.

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