July - September 2024 | Immersive Media Design Incubator Project

Phaze: Sonic Portals in VR


A non-euclidean virtual reality maze where sound and portals guide players, created to explore new methods of spatial navigation, non-linear gameplay, and immersive VR mechanics.

Role
Sole Designer and Developer

Phaze explores what happens when the rules of space aren’t fixed. Each maze is uniquely generated, and the space shifts in ways that break familiar patterns. Portals move you between areas that don’t quite connect, and audio cues help guide you through paths that aren’t always linear. It’s an exploration of spatial perception and how people find their way when the usual rules don’t apply.

Inception

The idea for Phaze came from wanting to create something special and memorable for The Clarice’s annual NextNOW Fest, an arts experience at the University of Maryland that celebrates imagination, creativity and community. I didn’t want it to be just another VR game—I wanted people to step into a world where space and reality felt ever-changing and unexpected.

Mood Board

From Concept to Reality: A Snapshot

The Experience

My Process: An Overview

Tech

Diving into the Core Mechanics

The Recursive Backtracking Algorithm
  • How It Works: Recursive backtracking creates a solvable maze by carving paths through a grid, ensuring every layout is unique but always completable.
  • Why Use It?: It strikes a balance between complexity and control, generating intricate but fair challenges.
The algorithm in play to create a maze
The Portals

The portals needed to do more than just transport players—they had to feel like an integral part of the maze. I placed them in spots where players would question their surroundings and rethink their sense of direction, exploring how space and perspective shift in virtual environments.

Shader Graphs for the portals in Unity
Sound Design

With sight unreliable in a maze designed to disorient, sound became the most logical guide. I developed a system where sound cues would dynamically respond to player movement, guiding them toward the exit. The key challenge was making the sound subtle enough to feel natural, yet strong enough to pull players in the right direction without explicit instructions. Each adjustment to the audio cues was a test in balancing subtlety with clarity, ensuring the experience felt intuitive.

User Testing

I kicked things off with two rounds of pilot testing to catch any major bugs or confusing mechanics. Pretty quickly, I noticed people were walking straight through walls or getting stuck inside parts of the maze—which turned out to be a timing issue with the box colliders not loading as fast as the rest of the environment. Some testers didn’t even realize the portals were interactive—they just walked past them. One person said, “I thought it was just a weird mirror or something.” Based on that feedback, I fixed the collider timing, added subtle visual cues to the portals, and reworked the audio system to better respond to player movement.

What I Changed After Testing

I tested the prototype with 20 participants. About 60% reached the end, and the rest struggled with unclear audio cues or unexpected portal behavior. Their feedback helped me strengthen the spatial audio and refine how portals functioned so the maze stayed surreal but more navigable

Key Takeaways

  • Watching how people adapted to a shifting space helped me understand how quickly players build expectations, even in unfamiliar environments.
  • This process opened up space to experiment with cues that don’t rely on instruction but grow out of the environment itself.
Credits