Context, constraints, and execution
Each flagship project is framed as a concise case study: what needed to work, how the solution was approached, and what the final experience delivered.
Overview
This project explored asymmetrical multiplayer across drastically different input models. One player is physically embodied in VR defending a base, while mobile players operate from an overhead control layer that feels closer to a lightweight RTS.
VR role
Direct, embodied defense with immediate spatial stakes.
Mobile role
Command-and-control play focused on pressure, spawning, and tempo.
Technical core
Reliable cross-device synchronization between very different clients.
Challenge
The interesting design problem was not just networking. It was making the two roles feel intentionally different while still belonging to the same match. VR and mobile should not feel like compromised versions of one another; each side needs its own fantasy and readable responsibilities.
Approach
The game loop was structured around contrast:
- the VR player manages direct spatial defense
- the mobile player manages systems-level pressure and minion orchestration
- the network layer keeps game state coherent despite different perspectives, controls, and interaction tempo
Implementation
In this project, I built an asymmetrical multiplayer game using Unity that supports both Meta Quest VR and mobile devices. The core gameplay loop involves one VR player defending a base while mobile users manage RTS-style mechanics to spawn minions and mount an assault. I used Unity’s Netcode for GameObjects to manage cross-device multiplayer, ensuring state synchronization between VR and mobile sessions.
The technical challenges ranged from maintaining real-time communication between different platforms to balancing gameplay dynamics across asymmetric roles. That meant solving both the literal networking layer and the softer systems-design issue of making each perspective legible and fun.
Media notes
The video is especially useful here because it shows role contrast. Static screenshots can suggest two interfaces, but motion makes the asymmetry understandable: one player acts from inside the conflict while the other shapes it from above.
Outcome
The project demonstrates a strong crossplay pattern for XR: let each device do what it is best at, then build the rules and networking around that contrast instead of flattening everything into the same interaction model.