Dungeon Delve
Solo Project — Unity (Meta Quest 2) — VR Puzzle
Role:
Solo Developer / Gameplay Programmer - Focusing on player interaction/movement, puzzles and level design
Tools:
Unity
XR Interaction Toolkit
Continuous locomotion
What I did:
Built a full VR puzzle progression: wheel/portcullis opener, pillar key placement, hidden-wall reveal, pressure-plate chest, and a final key-and-escape sequence
Implemented XR grab and poke interactions for keys, crates, and buttons
Iterated through structured playtesting, fixing collider gaps, grab setup, trigger audio, and scene-transition bugs
Evaluated locomotion comfort (continuous turning vs. snap turning) based on peer testing feedback
What I learned:
XR comfort matters: continuous turning felt natural for the design, but peer testing showed motion sickness for some users. In future I’d include locomotion options (e.g., snap turning/teleport) for accessibility.
Puzzle readability: using standout props (e.g., bookcases/unique walls) helped guide players toward hidden interactions without heavy UI.
Iteration through testing: I used structured tests and fixed issues like falling through the map (colliders), interaction setup (XR grabbable), trigger/audio issues, and scene transitions.
What’s in the game
Overview
Dungeon Delve is a VR puzzle game set in a dungeon where the objective is to solve a sequence of puzzles to escape. The focus was building immersive VR interactions (grabbing, poking, placing objects) and making the level readable through environmental “clues” like standout props and hidden wall reveals.
A solo VR puzzle game built in Unity for Meta Quest 2, where players solve physical VR puzzles to collect keys and escape a dark fantasy dungeon.
Level flow (puzzle progression)
Starter room: turn a wheel to lift a portcullis / open a hidden route.
Main room: three pillars used for key placement to open doors/chests and progress.
Side room 1: poke/button interaction removes a fake wall to reveal a key.
Side room 2: find crates and place them on a pressure plate to open a chest containing a key (includes some verticality in the space).
Final sequence: place the first two keys on pillars to reveal/open a chest containing the golden key, then use the golden key to open the final door and escape.
Victory trigger: entering the final trigger transitions the player to a victory screen/scene.
VR Interactions used:
Grabbing keys/crates and placing them to trigger pressure plate logic.
Poking a button to activate events (fake wall removal).
Continuous movement + turning locomotion (chosen for feel, with reflection on comfort).
Testing & Verification Highlights:
Examples of issues found and fixed during testing:
Player fell through map → added environment colliders.
Keys/cubes not pickup-able → added XR grab components and adjusted chest sizing.
Trigger audio not firing → added trigger colliders.
Victory teleport not working → added scene manager logic.

