VR Escape Room

info

What is it about?

This is a VR escape room that I developed for my graded assignment. The game consists of a series of interactive puzzles that players must solve to escape the room. Each puzzle requires critical thinking and manipulation of objects in the environment, immersing the player in a challenging and engaging experience. The project was designed to improve my skills in VR development and game design, particularly in crafting interactive mechanics using C# in Unity. Through this project, I gained experience in developing a dynamic, puzzle-solving environment where players explore, interact, and solve problems to unlock the next stage.

Tools and Technologies used:

C#
Unity

What inspired me?

The inspiration for my VR Escape Room comes from Red Dead Redemption 2 (RDR2), which is my all-time favorite game. I love the immersive Wild West vibe, the detailed environments, and the stories that unfold as you explore the world. I wanted to bring a similar feeling into my VR game—an adventure where players can feel like they've stepped back in time to an old, dusty cabin full of secrets. The concept was to create a space where you solve puzzles and uncover hidden items, making you feel like you're living in a classic Western story.

Concept Art

For the visuals, I drew a lot of inspiration from the rugged look of RDR2. I put together a mood board featuring old cabins, worn-out furniture, and classic Western items like cowboy hats, poker cards, and revolvers. I wanted everything to feel aged and a bit eerie, so I used warm, earthy colors like browns, dark reds, and faded grays. The goal was to give the game an authentic, abandoned Wild West feel—like you're stepping into a forgotten piece of history.

Here is an example of the concept art:

How is the design process?

Research & Planning

I started by sketching out basic ideas for each room and puzzle in the game. I made wireframes to plan how players would move around, find clues, and interact with objects. I also used a game loop diagram to map out how each puzzle connects and what players need to do to move forward.

Here is my storyboard:

Here is my game loop:

Gameplay Mechanics

The main focus of the game is on exploring the cabin, finding and collecting items, and using them to solve puzzles. Players can pick up items, inspect them, and use them to progress. For example, they need to combine wood logs and stones to make tools or place specific items in the right spots to unlock doors. The puzzles get harder as the game goes on, making players think more. I also used the XR Interaction Toolkit to make grabbing and using objects feel smooth.

Visual Design

The visual design reflects the Wild West theme, with dusty cabins, old furniture, and classic Western objects. There aren't any characters, but the environment helps set the mood. I added simple animations like objects appearing or doors opening when players solve puzzles. To make important items stand out, I used effects like shimmering shaders and added post-processing to give a more polished look, making it easier for players to spot interactable objects.

Here is an example:

Gameplay

Challenges and Solutions

Challenges

One of the main challenges I faced was getting the interactions to work properly. For example, I had issues with the collision detection when players tried to pick up objects—sometimes items wouldn't respond or would fall through the floor. Another challenge was optimizing the game for VR performance; since VR requires high frame rates, adding too many objects or effects slowed things down and made it less comfortable to play. I also struggled with the animation for certain objects, like getting the key to rise from the pot smoothly while still being grabbable.

Solutions

To solve the collision issues, I made sure all interactable objects had colliders set correctly and tested them in different scenarios to ensure consistency. For VR optimization, I reduced the number of objects and adjusted the level of detail for each asset to keep the frame rate stable. I used simple shaders and limited post-processing effects to maintain performance while still making the environment look good. For the key animation issue, I changed my approach by hiding the key initially and having it appear with a light effect once the right ingredients were added to the pot. This kept the interaction smooth without breaking the immersion.

Testing & Feedback

Testing

I had both my classmates and my lecturer try out the VR escape room to get feedback from different perspectives. They pointed out a few areas that needed improvement. For example, some players mentioned that it was unclear whether they were progressing correctly after collecting the map pieces. My lecturer suggested adding sound effects to confirm progress and make it more engaging. Additionally, they also highlighted that the labels on the relic stands were too small and hard to read, making it difficult to

place the items correctly.

Feedback

Based on this feedback, I made several changes. I added sound cues to guide players when they collected key items, making it clearer that they were on the right track. I also increased the font size for the relic labels so that they're easier to read in VR. Throughout development, the game went through multiple iterations, especially in terms of lighting, interactions, and performance optimization.

cognition_2

Outcome and Reflections

Final Thoughts

Working on this VR escape room has been a big learning experience for me. I've gained a better understanding of VR design, from creating immersive visuals to ensuring smooth player interactions. One key takeaway is the importance of playtesting and feedback in shaping a game that's enjoyable and intuitive for players. If I were to do this project again, I would focus more on performance optimization from the start, as well as creating more complex puzzles that offer a greater challenge.

Outcome

The project helped me grow as a VR developer and boosted my confidence in creating immersive experiences. The positive feedback from my lecturer and classmates on the atmosphere and puzzles was really motivating. It taught me a lot about refining game design and focusing on player experience.