Case Study · XR Escape Room

CRASH
LOOP

A VR psychological horror escape room where addiction and regret collide in an endless cycle — forcing you to relive the crash that changed everything.

EngineUnity
LanguageC#
PlatformOculus Quest 3
Duration16 Weeks
Team Size6 Students
My RoleDesigner & Dev

Every Loop Ends Where It Began

Trapped inside a mysterious house filled with puzzles, a player navigates a series of challenges — from sorting books to searching a garden of roses — slowly uncovering the truth of a drunk-driving accident and the death of their friend.

A single-player VR psychological horror experience for the Oculus Quest 3. Each failure resets the loop, but knowledge persists — a reflection of the protagonist's inability to accept the past.

Crash Loop – Garden Scene

More Than Just Puzzles

Most escape rooms rely purely on puzzle mechanics with little emotional resonance. Our goal was to give players a narrative to uncover — each puzzle tied directly to the story, motivating players through curiosity and emotional connection rather than just task completion. The intent: combine escape room gameplay with a real, meaningful story that lingers after the headset comes off.

What Makes It Unique

🧠

Psychological Horror

Narrative-based immersion built around real-world issues — mental health and the consequences of drunk driving.

📖

Rich Backstory

Our protagonist and his best friend Jacobe celebrated a win, got drunk, and drove home. He will never forgive himself.

🔄

Time Loop Mechanic

Failure resets the loop but knowledge persists — a metaphor for the protagonist's inability to move on.

👁️

Environmental Storytelling

Every bottle, every rose, every whisper tells part of the story. Each room has its own distinct atmosphere and narrative layer.

🎧

Spatial Audio

3D spatial audio brings the house to life — sound effects and voice-overs are tied directly to player interactions.

🎭

Twist Ending

Break the loop, embrace it, or never learn. Your actions determine not just the ending, but the nature of reality itself.

The Journey Through the House

Four rooms, each with its own puzzle and emotional tone — together building toward the truth about Jacobe's death.

Library
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📚 Scene 01 · Library

Library

The opening scene. Sort the colored books in the correct order to unlock the door and progress into the house.

Hallway
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🚪 Scene 02 · Hallway

Hallway

Find 4 objects placed around the decorated hallway, decode the number sequence they form, and enter the code to advance.

Rose Garden
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🌹 Scene 03 · Garden

Rose Garden

An old observatory garden filled with thousands of roses. Find the rusty key hidden among the blooms — a poster gives the clue.

Final Scene
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📰 Scene 04 · Final Scene

Final Scene

Outside the house. Discover the newspaper — all clues converge, the truth is revealed, and the loop closes.

How We Built It

01

Ideation & GDD

Built the concept around psychological horror and social commentary, establishing Jacobe's story as the narrative framework.

02

Storyboarding

Created detailed flow diagrams mapping scene interactions, sound design, and haptic feedback using a three-act structure per room.

03

Prototyping

Built early room prototypes in Unity — testing puzzle timing, lighting, spatial navigation, and object placement before adding narrative assets.

04

Testing/Iteration

Conducted in-headset user testing of the Garden scene. Refined key visibility, trigger zones, voice-over pacing, and rose animation based on feedback.

What I Built

Garden Scene Development — Designed and built the rose garden room including foliage placement, navigation paths, lighting, and emotional tone.

XR Interaction Design — Implemented trigger mechanics across scenes including object pick-up, placement detection, and key-lock interactions.

Voice-Over Implementation — Integrated narration throughout all scenes, aligning audio timing with player movement and puzzle progression.

Spatial Audio Setup — Configured 3D audio cues in the garden and hallway to build atmosphere and guide player attention.

What We Overcame

Challenge

APK File Size

The build grew too large to transfer onto the Quest 3, requiring constant optimization without sacrificing quality.

Solution

Asset Compression

Reduced texture sizes, stripped unused assets, and compressed scenes iteratively until the APK reached a deployable size.

Challenge

Scene Integration

Merging all rooms into one build caused repeated conflicts and transfer failures even after scenes were connected in Unity.

Solution

Sequential Merging

Merged scenes one at a time, testing each connection step-by-step with multiple rebuild attempts until the full experience transferred.

Challenge

Testing Limitations

Deployment issues meant only the Garden scene could be tested in-headset with a small group before final submission.

Solution

Focused Testing

Ran structured sessions on the Garden scene, gathering feedback on key visibility, trigger zones, voice-over timing, and rose animation.

What We Delivered

Despite significant technical hurdles, the team delivered a complete, fully playable multi-room VR escape room — growing from rough prototypes into a polished, narrative-driven psychological horror experience built through daily collaboration and a deep commitment to meaningful storytelling.

4
Fully built
VR rooms
6
Team members
collaborating
16
Weeks of
development
The loop
never ends

Experience the Loop

Download the APK and sideload it onto your Meta Quest headset to play.