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Case study · Studio project

Cross-platform multiplayer VR team-building platform

The studio's largest R&D project, publicly co-funded: groups meet in shared VR spaces as avatars and take on cooperative challenges, while people on desktop or phone watch and talk to them in real time.

Owner
Studio R&D, publicly co-funded
My role
Unity development: multiplayer and gameplay
Stack
Unity · C# · Photon PUN 2 · voice chat
Platforms
Meta Quest · PCVR · Windows · Android
Group of VR avatars in a desert camp during a team-building session
Players meet as avatars in a shared session. The speaker icons show who is talking over voice chat.

What it is

A multiplayer VR experience for companies. Teams join a shared session, each person embodied as an avatar, and progress through challenges that only work if the group cooperates.

How sessions work

  • Automatic lobby. Anyone with access to the app joins a shared lobby room automatically when they launch it.
  • Teams formed in-game. Players split into teams inside the lobby, in VR, before the challenges start.
  • Lobby per client. A second version separated the lobby by client and access type, so different companies' groups never met in the same room.

Cross-platform spectators

A desktop and Android version let people outside VR follow a session live. They could switch between a god view and fixed security-camera angles, and talk to the players in VR over voice chat. VR, PC and smartphone clients all shared the same multiplayer session.

Stack

Unity and Photon PUN 2 for networking, with the same room logic serving VR headsets, Windows and Android.

Session flow: automatic lobby, in-game teams, and non-VR spectators connected to the same room.

Client work under confidentiality. The client and product name are left out on purpose. The screenshot is from in-headset footage; the diagram shows how the system works.