Inspiration
As a PVE game lover, I wanted to create an immersive experience that players could enjoy entirely on their own.
I wanted to build a VR title that captures the pure satisfaction of grabbing, pulling, and throwing objects in a physical, tactile way.
he concept was also inspired by the complex machinery seen in Homer Simpson’s workplace—looking at those chaotic devices
What it does
- In Panopticon, players operate a mechanical control panel to stop prisoners attempting to escape.
- These prisoners don’t simply run—they pick locks, smash doors, and even resort to magic in their escape attempts.
- Players must frantically press buttons, pull levers, and use a foam-firing soda gun to neutralize each threat.
- Survive for 10 minutes to clear the stage,
with each stage completed, you uncover more of the dark truth hidden within the Panopticon.
How we built it
- Panopticon was developed using Unreal Engine 5.
- Most core features were created using Blueprints, with additional systems implemented in C++ where deeper control was needed.
- We adopted a hybrid workflow that seamlessly integrates both Blueprints and C++. Developers prepared modular Blueprint tools, enabling designers to adjust balance and create levels quickly and independently.
- We are currently transitioning major systems into C++ to further improve performance and stability.
- The game runs completely standalone—no PC or internet connection required.
- Our prisoner AI is powered by an FSM-based model, ensuring reliable and predictable behavior in every situation.
- All devices function with their own unique mechanics while interacting smoothly with one another.
Challenges we ran into
We aimed to push the capabilities of the newly released Meta Quest 3 to its limits. To achieve high-quality visuals without PC tethering, we spent two months progressively reducing polygon counts by 10% steps, optimizing until the entire game ran smoothly.
Accomplishments that we're proud of
- Since heavy dynamic lighting is still difficult to support on VR headsets, we developed a cel-shading rendering method that minimizes lighting cost while maintaining strong visual quality.
- We implemented 25 unique prisoner behaviors
- and built 12 specialized devices designed to counter them.
What we learned
We discovered that with effective use of Unreal Engine’s material-based shader system, it is possible to achieve striking visuals without consuming excessive system resources.
What's next for panopticon VR
Panopticon is currently positioned between its alpha and beta stages. A full gameplay loop is already playable, but many narrative elements and cinematic sequences are still in development.
For now, our primary focus is completing the beta version.




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