
TimeTrick
"TimeTrick" is a puzzle-platformer game developed for a 7-day game jam. The project was created to explore the themes of "time duration" and "player deception."
The game challenges a player's memory and observation skills by placing them in a level that resets every 60 seconds, but with subtle, unpredictable changes in each loop.


Research Question
How can a subtly changing time loop be used to deceive players and challenge their memory?
This project explores how integrating Virtual Reality (VR) and PC players in a shared competitive environment can enhance gameplay, create unique challenges, and balance asymmetric interactions.
Goal of the Game
To create a narrative-rich, two-player cooperative experience where players must overcome mutual distrust and cultural barriers while physically bound by a parasite, exploring alien worlds and solving puzzles to survive.
The VR Player (Bird) takes full advantage of immersive flight mechanics.
The PC Player (Hunter) utilizes precision-based gameplay to track and take down the bird.
The game leverages the unique strengths of both platforms to offer an intense, competitive experience that is engaging, replayable, and strategically deep.
Brainstorming Ideas
Below are the visuals which used for Brainstorming, Gameplay, Level Design, Characters, UI Design, Project Planining, Survey, In-Game, Flowchart and Scripts.
Methods & Technologies Used
Game Engine: Unity 6 (2024) with Netcode for GameObjects
Multiplayer System: Netcode for GameObjects for real-time sync
VR Implementation: XR Interaction Toolkit (Meta Quest 3 supported)
Character Animations: Mixamo for Hunter animations
UI/UX Design Tools: Figma (for UI assets and HUD)
Project Management: Trello (for task management), Miro (for brainstorming & research)
AI-Assisted Design: AI-generated assets for character concept art
Testing & Feedback: User testing conducted with multiple VR and PC players
Game Engine: Unreal Engine – Utilized for level design, terrain sculpting, and interactive environment creation.
Level Design: Developed an expansive jungle with fire zones, debris, and wildlife rescue areas.
Multiplayer Programming: Integrated cooperative gameplay mechanics for team-based interactions.
Animation & Visuals: Used dynamic effects for fire, vegetation regrowth, and wildlife movement.
Version Control: GitHub for collaborative development and asset management.
Project Management: Trello and Miro for organizing tasks and refining game mechanics through iterative playtesting.
Unique Features of the Game
Asymmetric Multiplayer Gameplay – Players experience distinct gameplay styles, requiring different strategies to win.
VR-Specific Flight Mechanics – The bird moves using head tracking and motion controls for an intuitive experience.
First-Person Perspective for Both Players – Enhances immersion and competition.
Balanced Asymmetry – Each role has unique abilities that balance the power dynamics between the hunter and the bird.
Cross-Platform Multiplayer Support – Smooth synchronization between VR and PC players.

This is a Bird VR view

This is a Hunter (PC/Keyboard) view
Playtesting Feedback
Miro Board
Playtesting Video 1
Playtesting Video 2
Future Enhancements
Additional Levels: Expanding beyond the forest to include snow, mountain, and ruins environments.
Enhanced AI Integration: Implementing AI-assisted tracking for the Hunter.
Expanded Customization: Unlockable skins, weapons, and abilities for both players.
Monetization Strategy: Exploring cosmetic-based microtransactions and seasonal updates
Outcome of this Project
Developed a working prototype showcasing real-time crossplay between VR and PC players.
Implemented one fully designed Forest Level (with three more planned in the Game Design Document).
Achieved smooth VR flight mechanics and ground-based movement for the hunter.
Conducted playtesting sessions with player feedback to refine controls, balance, and mechanics.
Demonstrated how multimodal interaction between VR and PC enhances competitive gameplay.
Successfully developed a playable prototype showcasing dynamic fire spread, resource management, and environmental restoration mechanics.
Designed an immersive level (Wildfire), integrating real-world sustainability challenges into engaging gameplay.
Received positive playtesting feedback, emphasizing the balance between education and entertainment.
Laid a foundation for future expansions, such as additional levels addressing different ecological disasters and AI-driven wildlife behavior.
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DISCOVER PHASE
Once the problem statements were finalized, I moved forward with the next step of the design thinking process, which involved conducting further research using a variety of methods.















