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Wings of Freedom

A competitive asymmetric multiplayer game developed in Unity 6, integrating Virtual Reality (VR) and PC gaming in a single immersive environment.

Players take on opposing roles: a VR-controlled Bird and a PC-controlled Hunter, each leveraging unique gameplay mechanics to outmanoeuvre the other.

CLIENT

KINGSTON UNIVERSITY, LONDON

MY ROLE

GAME DESIGNER

ENGINE

UNITY 6

GAME LINK (itch.io)

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Research Question

How can games benefit from a multimodal VR+PC execution model?

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

The goal of Wings of Freedom is to create a dynamic, fast-paced asymmetric multiplayer experience where:

  • 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

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.

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This is a Bird VR view

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This is a Hunter (PC/Keyboard) view

Playtesting Feedback 

Miro Board

Playtesting Video 1

Playtesting Video 2

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.

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