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2024 · VR Game · Meta Quest

Deceptive Reality

A dark revenge tale set in a retro-futuristic city — built from scratch to explore cinematic storytelling and intense VR combat.

Project Type
VR Game
Role
Solo Developer
Platform
Meta Quest 2/3/3S
Engine
Unreal Engine 4
Genre
Tech-Noir Story-Driven

Overview

Deceptive Reality is a solo-developed VR title for the Meta Quest platform. Set in a rain-soaked, neon-lit retro-futuristic city, it tells a dark revenge story through immersive first-person gameplay and cinematic pacing.

Every aspect of the project — from the modular environment workflow to the custom VR interaction system and trailer production — was handled by a single developer. The goal was to explore how far one person could push the bar for cinematic storytelling within a standalone VR headset.

Responsibilities

  • Game design & level design — layout, pacing, encounters
  • Lighting, environment art & custom shaders
  • Animation system & character scripting
  • VR interaction framework built in Blueprints
  • Performance optimisation for Meta Quest 2
  • Trailer production & promotional assets

Technical Highlights

  • Custom VR interaction system — grab, throw, and melee combat built entirely in Unreal Blueprints with haptic feedback tuned per interaction.
  • Dynamic NPC behaviour logic — patrol, alert, and combat states driven by a lightweight behaviour tree designed for Quest-level performance.
  • Modular environment workflow — tileable props and geometry sets allowed rapid level iteration while maintaining strict draw-call budgets.
  • Shader-based atmosphere — custom post-process materials and emissive grading to achieve the tech-noir look within mobile GPU constraints.

Challenges

  • Balancing visual fidelity with the strict performance envelope of the Quest 2 — every asset required LOD consideration and texture compression passes.
  • Maintaining narrative immersion through sound design and pacing without the safety net of a dedicated audio team or composer.
  • Assembling a project of this scope entirely solo — the hardest challenge was knowing when to cut a feature versus when to push through.
  • Maintaining consistent asset quality across an entire game proved to be one of the steepest challenges. While some individual assets reached a solid standard, replicating that quality at the volume required was unsustainable without a more structured texturing pipeline. This exposed clear gaps in the workflow that have since informed a much more deliberate approach to asset production and tooling.
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