Student project

The Little Hero’s Big Adventure

Platform, Action-adventure
Cover image of the The Little Hero’s Big Adventure game
Genre
Platform, Action-adventure
Project year
2024/2025
Client

The Little Hero’s Big Adventure is a single-player, stationary VR action platformer developed in Unity using C#, the XR Interaction Toolkit, and OpenXR, and specifically designed for the Meta Quest 3.The game is built as a room-scale–independent, stationary VR experience, meaning the player remains physically in place while interacting with the world using VR controllers. AI tools, including Midjourney and Meshy, were used in the creation of the game’s main character.

Skills
  • Gameplay Systems Programming
  • C# Object-Oriented Programming (OOP)
  • Game Mechanics Implementation
  • Event-Driven Architecture
  • Performance Optimization (Real-Time Applications)
  • VR Gameplay Programming
  • Player Movement & Controls Programming
  • AI Behavior & State Logic
  • Debugging, Profiling & Optimization
  • Iterative Development & Playtesting
Tools
  • Unity (engine, URP, XR Interaction Toolkit)
  • Meta Quest 3 (target hardware)
  • Blender, Substance Painter, MagicaVoxel (asset creation)
  • Midjourney, Meshy AI (concept & mesh generation)
  • Unity Profiler (performance analysis)
  • Mixamo (auto-rigging & animation)
  • GitHub (Version control)
Core Gameplay Systems
  • Stationary VR Design
    • Developed specifically for Meta Quest 3
    • Player remains physically stationary (standing or seated)
    • No artificial camera movement or forced locomotion
  • Avatar-Based Traversal
    • Player controls a third-person companion character
    • Movement and jumping handled via custom CharacterController
    • Timing-based jumps reward skill and precision
  • Reconfigurable Environment
    • Movable platforms manipulated via VR controllers
    • Platforms move along constrained axes for comfort and clarity
    • Visual outlines indicate interactive elements
  • Indirect Combat Interaction
    • Controller-based ray aiming for shooting and grenade throwing
    • Object Pooling used for projectiles and enemies
    • Visual, audio, and haptic feedback on successful actions
  • Enemy AI & Game State
    • NavMesh-based enemy agents with Idle / Chase / Attack states
    • Randomized enemy wave spawning
    • Centralized health, fail-state, and progression management
  • Comfort & Performance Focus
    • High, stable framerate on Meta Quest 3
    • Short-session gameplay (~5 minutes)
    • Optimized assets, baked lighting, and event-driven logic
  • Screenshot
    Screenshot
    Screenshot
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    My Role

    I designed and developed this stationary VR game solo in Unity, implementing gameplay systems, VR interactions, AI behavior, and performance optimization for Meta Quest 3.

    Other projects

    Let’s connect

    I’m always happy to connect with people who are passionate about game development, interactive experiences, and creative technology. Whether you’re interested in collaboration, have a project in mind, or want to talk about potential opportunities, feel free to reach out. I’d love to hear from you.

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