VR MRF Sorting Game

A Virtual Reality Arcade Sorting Game

Following the end of the MRF Tour Agility project with the University, the city was interested continuing development for the MRF but instead make an arcade game to compliment the tour, this time developing for the newly released Oculus Quest alongside my 3D modelling colleague, Evan.

Developing for the Oculus Quest was nothing short of a dream as the removal of cables, cameras, and camera stands made development far quicker, easier, and generally the experience in VR was much more enjoyable. Although the entirety of the game takes place within one of the human operated sorting rooms, the challenge of optimization was much less forgiving, but after several passes we had managed to bring the performance up tenfold and decrease the number of draw calls which with mobile hardware is especially important.

Work I’m most proud of:

  • Gameplay Engineering: Designed and implemented a custom wave-based pooling system to dynamically scale the difficulty and manage interactive sorting elements.
  • Rendering & Lighting: Leveraged Vulkan rendering to build improved lighting techniques that balanced high visual fidelity with strict mobile hardware constraints.
  • Mobile VR Optimization: Spearheaded critical performance profiling, drastically reducing draw calls and increasing frame rates to exceed Oculus Quest standards.
  • Co-Development: Collaborated seamlessly with a 3D modeler to create a highly optimized, standalone arcade experience tailored for untethered VR.
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