
Connor Prairie - Tractor Sim
Our team was assigned to the Conner Prairie Living History Museum to develop the
digital interface for a functional tractor simulator prototype for their upcoming
Food, Farm, and Energy Experience expected to open in Fishers, IN, in 2030. The
museum sought an engaging and fun solution to bridge the gap between historical
farming methods and contemporary precision agriculture. Our primary goal within
was to establish the core functional base of the simulation including the driving physics, 3D environment, and the essential UI/UX, creating a solid, documented platform for future students or museum staff to expand upon with additional features.
My Role
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Handled all the coding for core mechanics, including collection of crops, the vehicle controller, and high score system.
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Developed the GPS auto navigation system, where if the player remains inactive for some time, the tractor will adjust course and navigate on the optimal path (shown by the minimap).
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Collaborated with my team for on game mechanics, user experience, and overall game flow, applying much of this input to improve the simulation.
Challenges
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Adapted to a rapid transition from 2D to 3D development by independently researching and implementing unfamiliar systems while maintaining project functionality.
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Overcame resource and staffing constraints by assuming environment creation responsibilities after a key team member became unavailable.
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Managed technical limitations and scope challenges by iterating on a GPS navigation system and identifying more efficient solutions for future optimization.
Softwares and Skills
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Chose Unity as I am the most familiar with its interface
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Used various coding resources (YouTube, forums, etc.) to overcome challenges.
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Manage the groups GitHub Enterprise repository and resolved conflicts.