Puzzler Dungeon VR Experience


Puzzler Dungeon VR Experience is a google cardboard VR application for iOS. This is a modern twist on the classic game ‘Simon Says!”. The player arrives in a desolate landscape in fornt of a mysterious dungeon. The player is greeted by a welcome sign with start VR puzzler button. When the user clicks the start button they are whisked into a spooky dungeon and must complete a simon syas like puzzle in which 5 orb light up with mysterious sounds. The player must repeat and match the order in which sphere light up in order to exit the dungeon. Upon completetion the player is greeted with a congratulations sign and given the option to repeat the experience starting over from the start position.


The following video give a complete carboard experience through the Puzzler Dungeon VR Experience from star to finish including what happens if the player gets the puzzle incorrect.

Video Walkthrough of Puzzler Dungeon VR Experience

Story of Process:

All good idea must begin with simple 2d sketches on paper. I began the creation of the Puzzler Dungeon VR Experience by designing a blueprint of the dungeon, designs for the welcome and congratulations signs, and start and restart buttons. I also sketched the layout of the Orbs for the puzzle itself.

Initial concept Sketches for Puzzler VR Dungeon Experience

The first steps of translating the design from 2d to 3d was to establish a camera position and an initial sense of scale.

First Test to Achieve a Proper Sense of Scale

Once sense of scale was established Ithen completed the construction of the dungeon environment placing props such as barrels, creating lights to give a sense of mood. Then finally I placed the puzzle Orbs to give a comfortable layout withing the users field of view. I also established 3 main camera positions for ‘start’, ‘play’, and ‘end’ positions.

Top Orthoganal View of Puzzler Dungeon Layout

Then I created the ‘Welcome’ and ‘Congratutaltions’ signs to match the designs in the original sketch. The welcome sign was place to be in a comfortable postion in the ‘start’ camera point of view.

Welcome and Congratulations Signs

Once the Dungeon Asset was created with puzzle orbs and props carefully placed the dungeon in the middle of a mountainous environment. I then place the ’Welcome’ and ‘Congratulation’ signs to comfortable place in the field of view of the player in the ‘start’ and ‘restart’ camera positions.

Wireframe Perspective View of Final Dungeon Enviornment

Final Shaded View of Dungeon in Mountainous Enviornment with Welcome Sign.

Final Shaded View of Puzzler Dungeon

Once the final Enviornment was constructed final game mechanics were implemented. The player begins the game in the ‘Start’ position. The start position has the welcome sign with ‘start’ button the then transports player from ‘start’ position to ‘play’ position.

Starting Position for Puzzler Dungeon VR Experience

Once the player arrives in the ‘play’ position the Orbs light up and play a sound in a random ordered sequence. The player must then select the Orbs in the exact sequnce that the Orbs lit up. As the player looks at the spheres they light up. When the player selects the correct sphere it lights up and repeats original sound. If the player does not match the sequence there is a loud ‘fail’ sound and the Orbs light up in sequence again for the player to start over.

The Main Puzzle

Once the player succesfully selects the Orbs in the correct sequence he is transported out the rear door into the mountain enviornment and is presented with a ‘Congratulations’ sign and given a chance to restart the puzzle from the beginning again at which the player is whisked back to the ‘start’ position.

Final Conratulation and Restart Experience Button

User Testing:

The user testing test subject was Li Xin a 30 year Old Chinese native Chinese language instructor with no VR experience at all.

Li Xin User Testing Puzzler Cardboard Game

The user testing was conducted in the following areas:

  1. Sense of Scale: The user intially thought the enviornment was too big giving the user the feeling that she was only 3 feet tall. This problem was overcome with constant iteration of user testing then refinement in unity then redeploying to carboard for repeat user testing until it had correct sense of scale.
  2. Navigation and Locomtion: A variety of locomotion methods were tested using the udacity locomtion test scene int he end the standard game locomtion of contant motion felt better than way acelerating then decelerating or waypoint navigation.
  3. User Interface and Game Mechanics: The user tested button operations from intial implementation as well as multiple versions of the puzzler game itself. The game was intially too difficult to solve until the Orbs were made to light up and soundwere added to indicate succes or failure.


Puzzler Dungeon VR Experience was a good introduction to cardboard game development. It focused on concept design starting in the sketch phase then translating that into a 3d enviornment with a proper sense of scale. There was a thorough introduction to scripting the game mechanics and how to use events to drive the game forward. There was also. good introduction to locomotion and movement in VR space and how to prevent simulator sickness. Troughout the entire process it was good to constantly interate then perform user testing refine the expereience then iterate again until everything worked as it should.

Next Steps:

The next steps to Puzzler Dungeon VR Experience is now that the core mechanics and sense of scale is working correctly to create custon geometry and textures to create of more real environment and proved a better sense of ‘presence’.

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