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GAME DESIGN / VR

GateKeeper

A VR puzzle-survival experience where environmental storytelling and “trials” reflect the player’s mental barriers — progress comes through persistence, not speed.

Gameplay

Primary gameplay capture showing puzzle flow, VR interaction, and pacing.

Trailer

A shorter, mood-forward cut highlighting tone, environment, and key moments.

Overview

GateKeeper is a puzzle-based, single-player VR experience set in a temperate rainforest. The player is challenged by “The Gatekeeper” through a series of trials — designed to externalize internal resistance and reward steady problem-solving.

My role

  • 3D modelling + level/world building support
  • Programming support + interaction implementation
  • Level design contributions (puzzle spaces + flow)
  • Iteration + playtesting fixes (feel, clarity, reliability)

Team

  • Sahil Sran — Project Manager / Environmental Design
  • Raymond Chan — Modelling / Programming Support
  • Muhammad Junaid — Programming
  • Harsh Boken — Modelling / Programming / Level Design
Gameplay design

Core mechanics

  • Teleport locomotion (comfort-first VR navigation)
  • Grab / place interactions for puzzle solving
  • Physical object handling (timing + intent)
  • No GUI — information is learned through the environment

Secondary mechanics

  • Single-user VR setup (Quest 2 focus)
  • Controlled interaction spaces (comfort + safety)
  • Environmental pacing to encourage observation
  • Progression framed as “trials” rather than levels

Narrative intent

The world is designed to reflect mindset: obstacles represent mental resistance. The Gatekeeper acts as a curator of trials — pushing the player to stay calm, observe patterns, and persist through uncertainty.

Project goal

Create an atmospheric VR puzzle experience that feels slower and more reflective than typical VR titles — encouraging players to notice environment changes and connect progression to emotional tone.

Visual style

Inspired by stylized worlds that balance readability with mood — clear silhouettes, soft color palettes, and environment-driven storytelling.

Visual reference 01Visual reference 02Visual reference 03Visual reference 04
VR mechanics & physical rig

Locomotion decision

  • Explored free warp, translation walking, and controlled warp
  • Selected teleport-first locomotion to minimize motion sickness
  • Designed interaction zones to keep players oriented and safe

Rig / setup

  • Quest 2 headset + two controllers
  • XR interaction patterns: grab, trigger, teleport
  • Constraints to prevent boundary breaking
Storyboard & system architecture

Storyboard

Early scene planning focused on pacing, reveal moments, and how the player’s attention is guided through the trial sequence.

GateKeeper storyboard

Architecture

A high-level interaction map showing the relationship between scenes, inputs, and VR actions (teleport / grab / joystick control).

GateKeeper architecture diagram
Build notes

Tools

  • Unity (XR workflow)
  • Oculus Quest 2 (target hardware)
  • XR interactions (teleport + grab)
  • 3D modelling pipeline (assets + environment)

What I learned

  • Comfort-first VR design is a UX problem (not just a tech choice)
  • Constraints create clarity (especially in interactions)
  • Pacing + environment changes can carry story without UI