Skare Maze
Designer
FEB - MAY 2020 • Cyberdream
unity
pcvr + mobile
asymmetric horror
team of 3
Skare Maze is an asymmetric horror game built to solve a problem specific to VR: only one person can play at a time, leaving everyone else watching. One player explores a dark maze in VR, searching for artifacts and weapons to escape; four players on mobile hunt them from a top-down view, closer to Pac-Man's ghosts than a typical horror antagonist. The human wins by escaping; the monsters win by catching them three times first.

MY ROLE
I was the sole designer on a three-person team, owning every design decision from the core ruleset down to level layout.
The core challenge was making the game feel seamless and fun for both sides at once. The VR player moved through a dark 3D maze while the mobile players saw a flat top-down grid, and the two had to stay perfectly in sync. I built a tile-based system that mapped movement and position 1:1 across both devices, then used the tiles to hide the grid from the VR player: tight hallways opening into large rooms that feel like open space, while the mobile players still read a clean, grid-based maze. The same layout feels grid-free to one player and grid-locked to the other.
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Designed the asymmetric ruleset: one VR player evading four mobile hunters, with artifact-collection and weapon pickups gating the VR player's escape
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Built two maze environments: a small-scale layout for 1–3 players and a larger maze for the full 4-vs-1 experience
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Designed a tile-based coordination system mapping VR movement 1:1 to the mobile top-down view, disguising a flat grid inside vertical, open VR spaces
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Implemented and optimized environment art and UI across PCVR and mobile performance targets, assembled from licensed 3D and 2D asset packs
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Directed playtesting across both platforms






