About Outplay
Inspiration
The core spark for Outplay came from a desire to translate the chaotic, competitive spirit of Ultimate Chicken Horse into an immersive VR experience. I wanted to capture that loop of players building the challenge which in turn builds the fun but elevate it with the physicality of VR. Beyond the mechanics, the project served as a personal challenge to see a game development cycle through from an empty scene to a playable prototype, sharpening my game design instincts along the way.
What it does
Outplay is a competitive multiplayer VR party game where players build the level as they play. The game loops between two phases:
- Build Phase: Players float as "Ghosts" placing traps (rotating saws, wind fans, spikes) to sabotage opponents while ensuring they can still complete the course themselves.
- Run Phase: Players spawn as physical avatars and race to the goal. If everyone finishes, nobody gets points - forcing players to build challenges that are just hard enough to stop friends, but easy enough to survive.
How I built it
Outplay was built in Unity (C#)
- Core Systems: Leveraged the Meta XR All-in-One SDK and its "Building Blocks" to handle complex VR interactions.
- Networking: Built on Netcode for GameObjects to sync movement and trap placement.
- Visuals: Utilized Synty Studio asset packs for a cohesive, performant low-poly aesthetic.
Challenges I ran into
Time was the biggest constraint. Two weeks is an incredibly tight window to build a networked multiplayer VR game from scratch. "Doing everything" - from coding multiplayer logic to level design and UI was a massive workload. Balancing the technical requirements of networking with the creative demands of level design was a constant juggling act, but one that resulted in a functional and fun vertical slice.
Accomplishments that I'm proud of
I am incredibly proud to have gone from an empty project to a fully playable, networked multiplayer VR game in such a short timeframe. Seeing the "Vertical Slice" come together is a massive achievement.
What I learned
I gained a deep appreciation for VR design constraints - specifically how movement mechanics must be carefully tuned to avoid motion sickness. I learned that Meta's Building Blocks significantly streamline setup, allowing more time for gameplay iteration. Most importantly, solving the puzzle of "what makes this fun?" reaffirmed my passion for game design.
What's next for Outplay
This prototype is just the beginning. The roadmap for Outplay focuses on deepening the "Game Feel":
- Movement Tuning: Refining locomotion to feel weightier and more precise.
- Audio Overhaul: Implementing spatial soundscapes and cues.
- Expanded Arsenal: Adding complex, interactable traps (levers, pulleys, crossbows).
- Social Features: Implementing proximity voice chat.
- UX/UI: Designing an immersive lobby and intuitive hand-tracking controls.



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