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