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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.

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MY ROLE

I was the sole designer on a three-person team, owning every design decision from the core ruleset down to level layout.

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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.

  • Designed the asymmetric ruleset: one VR player evading four mobile hunters, with artifact-collection and weapon pickups gating the VR player's escape

  • Built two maze environments: a small-scale layout for 1–3 players and a larger maze for the full 4-vs-1 experience

  • 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

  • Implemented and optimized environment art and UI across PCVR and mobile performance targets, assembled from licensed 3D and 2D asset packs

  • Directed playtesting across both platforms

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