An immersive VR escape room experience built in Unity that requires communication and teamwork between two players - one in VR and one at a computer solving puzzles.
Get Out is a cooperative VR escape room game where players must work together to solve puzzles and escape a series of mysterious rooms. One player explores the environment in VR while the other player acts as a "Problem Solver" with access to crucial information needed to solve the puzzles.
- Asymmetric Co-op Gameplay: Unique roles for both VR Player and Problem Solver
- Immersive VR Experience: Full room-scale VR exploration and interaction
- Advanced Scanning System: Utilizes Lidar scanning technology for object detection
- Multiple Unique Puzzles: Each room presents different challenges requiring teamwork
- Atmospheric Environment: Dark and mysterious setting enhances immersion
The first puzzle introduces players to a basement wine cellar filled with barrels, tables, and newspapers. Players must:
- Find and scan newspapers with specific patterns
- Communicate color and figure combinations
- Decode the correct combination to unlock the door
A narrow room containing a mysterious police badge puzzle:
- Examine the geometry and colors of the police badge
- Match badge characteristics with Problem Solver's information
- Enter the correct code on the keypad to proceed
A larger challenge room featuring:
- Three boards with geometric patterns, colors, and numbers
- Checkered floor split into two sections
- Complex path-following puzzle based on matched patterns
The project followed the Double Diamond methodology to ensure a systematic approach to game development:
- Discover Phase
- Researched player needs and puzzle mechanics
- Analyzed successful escape room and horror games
- Identified key elements: VR, co-op gameplay, horror atmosphere
- Initial brainstorming included concepts like:
- Lidar Scanner mechanics
- Horror entity integration
- Map Guide Player system
- Dark Room environments
- Communication-based puzzles
- Define Phase
- Focused on core game requirements
- Established target audience through player personas
- Developed key gameplay pillars:
- Asymmetric co-op experience
- Communication-driven gameplay
- Atmospheric horror elements
- Scanner-based exploration
The project was managed through Hack N Plan with four main boards:
- Pre-Game
- Initial ideation
- Scrum meeting implementation
- Project planning documentation
- Beta
- Core feature development
- Initial puzzle implementation
- Playtesting phase
- Release
- Bug fixes and optimization
- Final user testing
- Performance improvements
- Documentation
- Technical documentation
- User guides
- Design documentation
- Gestalt Principles: Applied laws of closure and similarity in puzzle design
- Player Types: Focused on Explorer and Achiever types (Bartle's Taxonomy)
- Design Considerations:
- Large, simple shapes for dark environment visibility
- Gamified web interface for Problem Solver
- Intuitive puzzle progression
Regular user testing led to significant improvements:
- Maze complexity adjustments based on feedback
- Enhanced scanner mechanics
- Refined puzzle difficulty curves
- Improved communication tools
- Scope Management: Project scope could have been smaller for better quality control
- Time Management: Need for better initial planning of puzzles and room layouts
- Team Communication: Scrum meetings proved effective for team coordination
- Tool Utilization: Hack N Plan was valuable for task management and assignment
- Skill Distribution: Early cross-training in tools like ProBuilder would be beneficial
- Install Unity Hub
- Install Unity version 2022.3.46f1 through Unity Hub
- Clone the repository
- Open the project in Unity 2022.3.46f1