Anubha Kanwar · VR Anatomy
0→1 delivery · Emverse · Meta Quest + Web · 2024–25

Scoped on paper.
Shipped in 3D.

The one project in this portfolio I didn't code — I made it happen. Scoping, business requirements, cost analysis, and the delivery timeline for Emversity's VR simulation platform.

Emverse puts healthcare students inside their subject — a full human anatomy they can walk around, take apart, and reassemble — alongside procedural simulations for wound dressing and hygiene protocol. Built by a development team; scoped, specced, costed, and scheduled by me.

My Role
Scope · BRD · Cost · Timeline
Platform
Meta Quest + Web browser
Shipped
3 simulations, live
Users
Allied healthcare students
01 The problem

Emversity wanted anatomy taught in VR, but a headset-only build would gate learning behind hardware many students lack.

02 What I did

I scoped, specced, costed, and scheduled three simulations, splitting open exploration from two step-by-step procedures.

03 The outcome

Shipped 3 simulations live on Quest and web with full parity, so no student needs a headset to learn.


01 · My side of the build

The work that happens before a single polygon exists.

A VR build lives or dies on decisions made months before anyone puts on a headset. My job was the paper layer — turning "we should teach anatomy in VR" into something an engineering team could actually build, on a budget leadership could actually approve.

Workstream 01 · Scope

Which simulations ship first — and what kind of thing each one is

Three simulations made the cut: Basic Wound Dressing, Hand Hygiene & PPE Protocol, and Human Anatomy. The critical scoping call: the first two are step-by-step procedures, Anatomy is an open exploration — two fundamentally different interaction models, scoped as such from day one instead of forcing everything into one template.

3 simsprocedural vs exploratory
Workstream 02 · Business requirements

Turning learning goals into buildable specs

The BRD translated "students should understand anatomy spatially" into concrete requirements: 8 toggleable anatomical systems, 3 interaction modes, male and female models, grab-and-examine with snap-back reassembly, and full onboarding — safety instructions and controller mapping — before first entry.

8 systems3 modes2 models
Workstream 03 · Cost analysis

What it costs — and where the leverage is

Costed the build per simulation and weighed the delivery economics: a headset-only experience means every learner needs hardware. The web access path became the cost lever — the same simulations, running in a browser inside the Emverse app, meant the platform could scale to every enrolled student without scaling the headset fleet.

per-sim costinghardware vs reach
Workstream 04 · Timeline & delivery

Sequencing the build so it actually shipped

Structured the delivery timeline across the three simulations and both platforms — sequencing what shipped when, keeping onboarding and safety flows inside the first release rather than a fast-follow, and holding the line on VR-web parity so neither path launched as a second-class experience.

sequenced releasesparity held

02 · The access decision

Two doors into the same room.

The single most consequential scoping decision: don't gate learning on hardware. Every simulation is reachable through the headset and through the browser — same catalogue, same experience, same anatomy.

Simulation catalogue inside the VR headset
Door 1 — HeadsetMeta Quest · full immersion
Explore VR banner on the Emverse web home page
Door 2 — BrowserEmverse web app · zero hardware
A headset per student doesn't scale. A browser tab does — and the learning shouldn't wait for the hardware budget.
▼  Putting the headset on  ▼
03 · The product

Inside the headset.

What the paper layer became: a full 3D anatomy environment. A central human model, a system control panel on the left, an information panel on the right, and three interaction modes that map to how students actually study.

Human Anatomy Reset
Skeleton
Muscle System
Organ System
Arteries System
Veins System
Nerves System
Lymphatic System
Skin & Tissues
The system panel — 8 anatomical layers, toggled independently. Opens in Skeleton view; Reset returns to default.

Three modes, three ways of studying

ⓘ
IdentifyInfo / Selection
Point at any structure — it highlights, names itself, and a description panel explains its function and placement. Built for guided identification.
◐
PeelHide Mode
Remove structures to reveal the layers beneath — how a student actually builds a mental model of what sits under what.
◎
FocusIsolation Mode
One structure, everything else hidden — with Scale and Transparency controls for distraction-free study of a single part.
✋
HandleGrab & Examine
Pick a structure up, rotate it in space, then snap it back to its anatomical home — active exploration instead of passive viewing.
▲  Taking the headset off  ▲
04 · Key decisions

The scoping calls that shaped the product.

Anatomy as open exploration — not another step-by-step procedure.
Wound Dressing and PPE Protocol are sequences with a correct order — procedural sims fit. Anatomy isn't a sequence; it's a space. Scoping it as free exploration with modes, instead of a guided script, matched the interaction model to the learning goal. Trade-off: two interaction frameworks to spec and build, not one
Web access as a first-class citizen, not a demo mode.
The browser path uses the same catalogue, the same simulations, the same interactions — click-and-drag replacing the controller grip. This was the cost-analysis conclusion turned into a requirement: reach scales through software, not hardware procurement. Trade-off: every feature specced twice — controller and mouse
Onboarding inside the first release — safety, positioning, controls.
These are healthcare students, most touching VR for the first time. Safety instructions, headset positioning, and controller mapping were scoped into v1, not deferred — because a nauseous or confused first session is a student who never comes back. Trade-off: more scope in release one, later ship date
Snap-back reassembly — the model always returns to truth.
Students can pull the anatomy apart, but every structure snaps back to its correct anatomical position. Exploration stays safe: no student can leave the model wrong for the next learner, and the reassembly itself reinforces spatial accuracy. Trade-off: constrained freedom — you can't build a "wrong" body

05 · If I ran the next phase

What I'd add before scaling further.

Instrument the learning, not just the logins.

Which structures do students actually isolate? Where does exploration stall? Per-structure interaction analytics would turn the anatomy environment into a curriculum signal — showing educators exactly which systems students avoid or misunderstand.

Measure the outcome claim.

A simple assessment comparison between VR-taught and 2D-taught cohorts on the same anatomy module would give the "improved engagement and retention" promise a real ROI line to point to — the next phase's first deliverable, not an afterthought.

Build the content pipeline before the content backlog.

Three simulations shipped; the roadmap wants more. A repeatable spec-to-ship pipeline — templates for procedural sims, a structure-authoring process for exploratory ones — matters more than any individual fourth simulation.