Internship: LUMC Anesthesiologist Trainer
Context
During my internship at Saxion XR Lab, in my third year of study, I was mostly working on LUMC, a VR project created to train Anesthesiologists in applying Anesthesia onto patients, in a Coop / Multiplayer environment. This project was already worked previously by other interns, which means most functionalities didn't have to be developed from scratch. This also means that in total, more people have been working on this project than mentioned on this page. Listed in the team list below are the people, who actively contributed to the project during the time of my internship.
The Team:
- 1 Supervisor (Bram Scholten)
- 2 Artists (Andreas Ioannou & Jassim Johnson)
- 2 Engineers (Irmin Verhoeff & Me)
Our task was to be migrate this project over to a newer version of Unreal Engine, which meant that these existing functionalities would have to be updated and improved upon, based on how much it was deprecated.
Additionally, newer models were created, which were then supposed to be imported and made interactable. These models were partially made by another intern, and also by one of the artist researchers of XR Lab.
When all the base functionalities from the previous version were finalized, new features were then implemented, based on the published tasks of our supervisor.
My Contributions
Considering this was my first experience using Unreal Engine, I was able to create many features despiteless. After migrating the project, which was a difficult task due to many features having dependencies with one another, I was able to:
- Optimize and expand upon a lot of code from previous Implementations
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Develop different Furniture Interactions
- Operational Lamp
- Patient Table with Remote
- Realistic Medication Machine
- Table with Shelves
- Make patient textures adaptively change based on Settings & Interactions
- Replicate changes made in the Scene upon Player Interaction (Multiplayer)
- Create a Trainer Dashboard to setup and actively change the Scene
Conclusion
This internship taught me many basics when it came to Unreal Engine, Communication, as well as version control through Git.
For most of the days, I was close in communication with the other engineer intern, who was following a different study. Through this, I learned a lot of alternative approaches when it came to problem-solving, while also getting an idea of what it is like to work on a collaborative project in Unreal Engine.
By being able to witness how the supervisor managed the Git Repositories of the projects, I was also able to get insights on what a best-case scenario of project management would look like. As I was also interacting with that system on a daily basis, I was getting more and more familiar with its more intricate systems.
Eventhough more C++ scripts should have been created instead of Blueprint Classes, something that the supervisor also noted, I was still able to get decent experience with C++ in the context of Unreal Engine, by creating smaller scripts and systems.
All in all, this internship has helped me grow by a lot. It was a first for many things, from the basics of Unreal Engine, to more complex interactions and systems inside a multiplayer VR application.
Noteworthy Achievements
Getting into Unreal Engine
Eventhough Unreal Engine was very different to what I was used to when developing projects, I got used to it fairly fast. My learning progress was well-structured and mixed with curiosity.
Taking Charge & Initiatives
As a programmer working on a project, there is always something that can still be improved or expanded upon. In close communication with the others, I always took initiatives to do just that.
Supervisor Approved
The supervisor was fully content with all the features added, and the progress made on this project during this time. He complimented how independent we were during this internship.

