VR GAME DEMO/CONCEPT (2022)
LOOKING GLASS.
Two-player cooperative VR game set in parallel dimensions where each player acts as a mirrored version of the other to team up and discover the source of the multiverse tears affecting a hotel caught between worlds.
Story Script: (PDF View)
Game Design Doc: (PDF View)










IDEAS & Concept
This project was inspired by media like ‘Tatami Galaxy’ and ‘Everything Everywhere All At Once,’ along with cooperative games like ‘Portal 2’ and ‘A Way Out’ by Hazelight Games. The concept involves two players playing as the same character in different universes, working together, which led to my first sketches and ideas of being separated yet connected through gameplay and story.
Core gameplay and Level Design.
This project is a shared virtual reality game for two players. They must collaborate to finish tasks and advance the story. It is a science fiction game where the players take on the roles of androids from parallel universes, both aiming to discover the reason behind a multiverse tear occurring in a hotel in their worlds.
Mirrored Interactions.
Throughout the game, players often need to cooperate to advance. These interactions are designed to be straightforward, allowing users to move quickly and ensuring a comfortable experience for those using the headset for long periods.
Cooperation to Competition.
Most of the game has players helping each other with puzzles to move on. Toward the end, I wanted to change this cooperation into competition by having players race to the final section, allowing for a winner.
Timed Trigger Events.
Many events are time-sensitive and require players to work together simultaneously. No one can move ahead or fall behind. All events involve players communicating tasks to each other, highlighting the importance of teamwork as their worlds reflect one another.
Cooperative Puzzles.
The game features puzzles that require teamwork, where players must help each other to succeed. Tasks include one player moving an object so the other can reach something, pulling a lever at the same time to advance, and repairing an item together.







Version01 Initial tests for the projects involved creating scenes with one corridor for player one and then multiple duiplicate corridors surrounding it for player to so that as player two walks through, they would be teleported round player one seamlously to create the effect i wanted.



Version. 01.
Initial tests for the projects involved creating scenes with one corridor for player one and then multiple duiplicate corridors surrounding it for player to so that as player two walks through, they would be teleported round player one seamlously to create the effect i wanted.
After the first tests, multiple scene versions were created at a higher fidelity and considering environment designs from the GDD and script of how the players could see one another in actual environments based on the hotel.
Version. 02.
The full environment was then being constructed to create a full walkthrough of the experience. The playable character was also rigged to work with a andorid 3D model which due to time constraints became to difficult to use over the Photon Pun 2 network and so was dropped for a simpler character design.
Version. 03.
After multiple experiments and chellenges with Photon Pun 2 I had to create a simpler character model that could be sent over the network to the other player. This caused other issues with the network using VR headsets and required me to make a work around by having a physical room that allows the players to choose if they are player one or player two. More decorations and particle effects were also added to this build.
Version. 04.
Development Log.
Behind the Scenes Look.