Summary
Type: VR Videogame / Game Jam
Completed: Released
Acquirable: itch.io (PC Only)
My Role: Game design and programming
Time Frame: 2 days
Overview
FlipperVR is a small physics-based VR game made over a weekend in Unity. The goal is simple: pick up an object and flip it so it completes a full rotation before landing flat. Each successful flip counts toward progress, unlocking the next area. I handled the entire design and development process, using existing art assets to focus on gameplay, interaction and clear feedback loops.
Core Design
FlipperVR is built around short, skill-based challenges. Players rely on accurate throwing and object control rather than artificial scoring systems. When a flip lands successfully, fireworks burst to confirm progress and reward timing. This visual feedback also encourages players to look around and engage with the 3D environment.
Each area modifies how players approach flipping by changing space and physics conditions:
  • Confined rooms require higher, more careful throws.
  • Space environments reduce gravity, changing timing.
  • Laboratory levels introduce clutter and flat surfaces for precision throws.
These variations create natural difficulty changes without needing complex mechanics.
Interaction And Level Design
Players move between environments through a portal room. They can either press a button or physically walk into the portal to travel to the next area. This approach keeps level selection immersive and works well for small VR play spaces.
All interactable objects respond through physics. Flags move using cloth simulation, and glasses in the lab use a custom shader to simulate liquid tilting as the player moves them. These elements make the world consistent with player interaction and keep motion-driven play reliable.
Fireworks from a successful flip
Fireworks from a successful flip
Liquid shader made for Universal Render Pipeline
Liquid shader made for Universal Render Pipeline
My Role
I was responsible for:
  • Designing the main loop and level structure
  • Programming physics interactions and success conditions
  • Implementing the portal system and level transitions
  • Creating shaders and simple particle effects
  • Managing builds and testing on the VR headset
The project was completed solo within a weekend, focusing on core interaction design and usability rather than content scope.
Player Response
Players enjoyed the simplicity of the idea and the immediate feedback when flips succeeded. The visual and physical rewards made the game easy to grasp, even for players unfamiliar with VR controls.
What I Would Do Next Time
If I revisited FlipperVR, I would add goals and puzzle-style progression to extend playtime. The current version works well as a short experience, but additional objectives would encourage repeat sessions and help transition it from a novelty to a more complete game.
Why This Shows My Design Strengths
FlipperVR demonstrates my ability to:
  • Design and implement a complete VR experience independently
  • Use physics systems to define interaction and challenge
  • Build clear player feedback and reward loops
  • Scope a project effectively within a limited timeframe
  • Balance design priorities with practical development
It highlights my focus on clear, grounded game design that communicates intent through simple, well-structured mechanics.

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