This VR experience will transport you into The Banned Book Library. In the school year of 2021-2022, over 2,000 book bans were created among public schools in the United States. These forbidden books thrive here, defying censorship and finding new life amongst controversy.
The Banned Book Library is a VR experience developed in Unity that showcases over 2,000 books banned in U.S. schools, based on data from the PEN America Index of School Book Bans. The experience allows users to explore a virtual library environment where they can browse and interact with the banned books, learning about the reasons behind their censorship and the broader implications for freedom of expression.
The project was built using Unity's XR Interaction Toolkit to create an immersive VR environment compatible with Oculus Quest devices. I implemented interactive book objects that users can pick up, examine, and read information about each book's ban. The book data was sourced from the PEN America dataset and integrated into the experience using ScriptableObjects for easy management and scalability.
One of the main challenges was optimizing the VR experience to run smoothly on Oculus Quest hardware while maintaining high visual fidelity. I employed techniques such as baked lighting and efficient asset loading to ensure a comfortable and immersive experience for users.
Another challenge was designing an intuitive interaction system that would allow users of varying VR experience levels to easily navigate the library and interact with the books. I conducted user testing sessions to gather feedback and iteratively improved the controls and experience based on user input.
The code architecture is modular, with separate components for book interaction, data management, and VR controls. It utilizes an editor script to parse through data and automatically create ScriptableObjects, which are procedurally generated into books at runtime. This approach allows for easy expansion of the library by simply updating the data source without modifying the core codebase.
The game was featured in UT's SDCT Inside Out Showcase in Spring 2024, UT and SXSW's VR Future of Technology event in Spring 2025, and Currents New Media Festival in Summer 2025. This project provided valuable experience in VR development, data integration, and user-centered design. I gained a deeper understanding of the challenges and opportunities in creating immersive educational experiences that address important social issues.