Inspiration
I was inspired to gamify visuals of DJs like deadmau5. With Rendering and Tech Artist being my background, it was natural for me to try to blend my love of dance and electronic music with my love of games and graphics.
What it does
Frequency Sync is a 3D puzzle game where music is part of the puzzles. Frequency & audio data is pumped through the shapes and effects providing a beautiful visuals while completing different puzzles.
How we built it
I built it in Unity, first in the built-in rendering pipeline for mobile. I then upgraded it to use URP for VR.
Challenges we ran into
Getting it running in VR and keeping the effects performant was tricky. Much of the computation is done in the shaders to minimize the amount of work the CPU has to do. In VR though I needed to update and modify some custom shaders so that they'd function in both eye's properly. Having all this data in the shaders though allows me to have a whole array and set of data available in the shaders for me to play with.
Accomplishments that we're proud of
Getting it running in VR was a big accomplishment. I needed to optimize a number of thing as well as modify the way I interact with the puzzle, since now in VR the player can move anywhere to access any piece.
What we learned
That the Quest headsets are extrememly powerful and you can throw a lot at them. I also learned how to write custom hand written HLSL shaders for use in VR so that they function in both eyes.
What's next for Frequency Sync
I'm polishing it to launch on the Meta Quest store Q1 2026


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