
TUNNEL ADVENTURE
TUNNEL ADVENTURE
TUNNEL ADVENTURE
A three-level VR puzzle adventure built in Unity, combining spatial exploration, object interaction, animation, and sound-based feedback.
A three-level VR puzzle adventure built in Unity, combining spatial exploration, object interaction, animation, and sound-based feedback.
A three-level VR puzzle adventure built in Unity, combining spatial exploration, object interaction, animation, and sound-based feedback.
2025 /
3D VR Game / Immersive Interaction
2025 /
3D VR Game / Immersive Interaction
2025 /
3D VR Game / Immersive Interaction
Game Design · VR Interaction
Game Design · VR Interaction
Game Design · VR Interaction


Tunnel Adventure is a VR puzzle game built around the idea of navigating a fragmented memory space. The player awakens in an underground tunnel and progresses through three sequential levels, each introducing a different form of spatial interaction and object-based problem solving. This concept frames the environment as a damaged memory system, with each level representing a stage of reconstruction.
The project focuses on immersive interaction rather than complex narrative systems, using controller input, environmental cues, animation, lighting, and sound to guide the player through the experience.
Tunnel Adventure is a VR puzzle game built around the idea of navigating a fragmented memory space. The player awakens in an underground tunnel and progresses through three sequential levels, each introducing a different form of spatial interaction and object-based problem solving. This concept frames the environment as a damaged memory system, with each level representing a stage of reconstruction.
The project focuses on immersive interaction rather than complex narrative systems, using controller input, environmental cues, animation, lighting, and sound to guide the player through the experience.
Tunnel Adventure is a VR puzzle game built around the idea of navigating a fragmented memory space. The player awakens in an underground tunnel and progresses through three sequential levels, each introducing a different form of spatial interaction and object-based problem solving. This concept frames the environment as a damaged memory system, with each level representing a stage of reconstruction.
The project focuses on immersive interaction rather than complex narrative systems, using controller input, environmental cues, animation, lighting, and sound to guide the player through the experience.
ABOUT
ABOUT
ABOUT
Unity / C# / XR Interaction Toolkit / Meta Quest / Premiere Pre
Unity / C# / XR Interaction Toolkit / Meta Quest / Premiere Pre
Unity / C# / XR Interaction Toolkit / Meta Quest / Premiere Pre
TOOLS
TOOLS
TOOLS
Playable VR Prototype
3 Sequential Levels
Object-Based Puzzle Interactions
Spatial Navigation & Feedback
Playable VR Prototype
3 Sequential Levels
Object-Based Puzzle Interactions
Spatial Navigation & Feedback
Playable VR Prototype
3 Sequential Levels
Object-Based Puzzle Interactions
Spatial Navigation & Feedback
OUTOUT
OUTOUT
OUTOUT
Game Design
VR Interaction Design
3D Environment Assembly
Unity Development
Animation & Audio Integration
Game Design
VR Interaction Design
3D Environment Assembly
Unity Development
Animation & Audio Integration
Game Design
VR Interaction Design
3D Environment Assembly
Unity Development
Animation & Audio Integration
ROLE
ROLE
ROLE

Entry - Awakening
Entry - Awakening
Entry - Awakening
Gameplay demo
Gameplay demo
Gameplay demo
Grab - Pick up memory fragments;
Match - Compare objects with visual cues;
Place - Position the correct fragment to complete the task.
Grab - Pick up memory fragments;
Match - Compare objects with visual cues;
Place - Position the correct fragment to complete the task.
Grab - Pick up memory fragments;
Match - Compare objects with visual cues;
Place - Position the correct fragment to complete the task.






01 / 06 →
Interaction breakdown
Interaction breakdown
Interaction breakdown

Level 01 overview
Level 01 overview
Level 01 overview
The first level introduces controller-based grabbing and placement. Players match colored objects to visual cues in the environment, learning the core interaction language of the game.
The first level introduces controller-based grabbing and placement. Players match colored objects to visual cues in the environment, learning the core interaction language of the game.
The first level introduces controller-based grabbing and placement. Players match colored objects to visual cues in the environment, learning the core interaction language of the game.

Level 01 - Memory Match
Level 01 - Memory Match
Level 01 - Memory Match






01 / 06 →






01 / 06 →
Carry and place
Carry and place
Carry and place

Grab
Grab
Grab

Level 02 overview - search
Level 02 overview - search
Level 02 overview - search
The second level expands the interaction into spatial exploration. Players navigate a darker environment, locate glowing fragments, and retrieve key objects while following environmental and audio cues.
The second level expands the interaction into spatial exploration. Players navigate a darker environment, locate glowing fragments, and retrieve key objects while following environmental and audio cues.
The second level expands the interaction into spatial exploration. Players navigate a darker environment, locate glowing fragments, and retrieve key objects while following environmental and audio cues.

Level 02 - Disrupted Maze
Level 02 - Disrupted Maze
Level 02 - Disrupted Maze

The matched crystal is carried to the corresponding screen. Completing all six pairs activates the central crystal and ends the level.
The matched crystal is carried to the corresponding screen. Completing all six pairs activates the central crystal and ends the level.
The matched crystal is carried to the corresponding screen. Completing all six pairs activates the central crystal and ends the level.
Grab and match
Grab and match
Grab and match

Listen and identify
Listen and identify
Listen and identify
Level 03 overview
Level 03 overview
Level 03 overview






01 / 06 →

The final level combines spatial navigation, object interaction, and sound-based matching inside a large machine room. This level expands the interaction from visual matching to multisensory gameplay, using spatial audio as part of the puzzle logic.
The final level combines spatial navigation, object interaction, and sound-based matching inside a large machine room. This level expands the interaction from visual matching to multisensory gameplay, using spatial audio as part of the puzzle logic.
The final level combines spatial navigation, object interaction, and sound-based matching inside a large machine room. This level expands the interaction from visual matching to multisensory gameplay, using spatial audio as part of the puzzle logic.
Level 03 - Neural Reconnection
Level 03 - Neural Reconnection
Level 03 - Neural Reconnection






01 / 06 →






01 / 06 →
The player begins beside a fire in an underground tunnel, using environmental text, light, and sound cues to understand movement and interaction before entering the first challenge.
The player begins beside a fire in an underground tunnel, using environmental text, light, and sound cues to understand movement and interaction before entering the first challenge.
The player begins beside a fire in an underground tunnel, using environmental text, light, and sound cues to understand movement and interaction before entering the first challenge.

Exit - Final Transition
Exit - Final Transition
Exit - Final Transition

Spatial audio:
Audio sources were positioned within the environment to support navigation and become part of the final matching puzzle.
Spatial audio:
Audio sources were positioned within the environment to support navigation and become part of the final matching puzzle.
Spatial audio:
Audio sources were positioned within the environment to support navigation and become part of the final matching puzzle.
Level 03 - Neural Reconnection
Level 03 -
Neural Reconnection
Level 03 - Neural Reconnection
Object feedback:
Grab states, particle effects, lighting, and sound provide immediate feedback when objects are identified or activated.
Object feedback:
Grab states, particle effects, lighting, and sound provide immediate feedback when objects are identified or activated.
Object feedback:
Grab states, particle effects, lighting, and sound provide immediate feedback when objects are identified or activated.
Level 02 - Disrupted Maze
Level 02 - Disrupted Maze
Level 02 - Disrupted Maze
Interaction placement:
Interactive objects, targets, and environmental cues were positioned around each level to support the intended player path.
Interaction placement:
Interactive objects, targets, and environmental cues were positioned around each level to support the intended player path.
Interaction placement:
Interactive objects, targets, and environmental cues were positioned around each level to support the intended player path.
Level 01 - Memory Match
Level 01 - Memory Match
Level 01 - Memory Match




Entry
Entry
Entry
The three levels were planned as a connected VR journey, with each environment introducing a different interaction challenge. Spatial layouts, object placement, player routes, and interaction points were developed together in Unity to guide progression through the experience.
The three levels were planned as a connected VR journey, with each environment introducing a different interaction challenge. Spatial layouts, object placement, player routes, and interaction points were developed together in Unity to guide progression through the experience.
The three levels were planned as a connected VR journey, with each environment introducing a different interaction challenge. Spatial layouts, object placement, player routes, and interaction points were developed together in Unity to guide progression through the experience.
Level Design and Development
Level Design and Development
Level Design and Development
Move through connected 3D spaces
Move through connected 3D spaces
Move through connected 3D spaces
Navigate
Navigate
Navigate
Trigger environmental responses
Trigger environmental responses
Trigger environmental responses
Activate
Activate
Activate
Position objects in target areas
Position objects in target areas
Position objects in target areas
Place & Match
Place & Match
Place & Match
Pick up interactive objects
Pick up interactive objects
Pick up interactive objects
Grab & Hold
Grab & Hold
Grab & Hold
The interaction system uses controller-based grabbing, placement, object activation, and spatial navigation. Visual changes, animation, light, and sound provide immediate feedback to player actions.
The interaction system uses controller-based grabbing, placement, object activation, and spatial navigation. Visual changes, animation, light, and sound provide immediate feedback to player actions.
The interaction system uses controller-based grabbing, placement, object activation, and spatial navigation. Visual changes, animation, light, and sound provide immediate feedback to player actions.
Interaction System
Interaction System
Interaction System

© 2026 YINGJIE MU
© 2026 YINGJIE MU
© 2026 YINGJIE MU