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 memorable for NextNOW Fest, an annual public arts festival at the University of Maryland. I wanted to build a VR experience that felt unpredictable without breaking the physical constraints that make VR comfortable to be in.

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 at points where players felt most confident about where they were going, so the transport was disorienting enough to surprise without crossing into discomfort.

Shader Graphs for the portals in Unity
Sound Design

With sight unreliable in a maze designed to disorient, sound became the most logical guide. The challenge was that the maze was procedurally generated and portals could transport players mid-navigation, meaning the sound sources had to recalibrate in real time. At any point a player might be tracking two sources simultaneously, one leading to a portal and one leading to the exit. The sound had to be present enough to follow but not so directive that it removed the decision from the player.

User Testing

I ran two rounds of pilot testing before the public exhibition. The first round surfaced a collision timing issue where players were walking through walls because the box colliders were loading slower than the environment geometry. Portals were also frequently missed, with testers treating them as background elements rather than interactive ones.

What I Changed After Testing

I tested the prototype with 20 participants. 60% reached the exit. The remaining 40% struggled with audio cues that weren't directional enough and portal behavior that felt arbitrary rather than intentional. I finetuned both until the maze was difficult to navigate by design rather than by accident.

Key Takeaways

  • Designing and building simultaneously meant the process was nonlinear. What I learned while building changed the design, and changes to the design changed what I built next. The final experience was shaped as much by what the process revealed as by what was planned.
  • Players navigated better when they stopped trying to understand the space and just followed the sound. Designing for instinct rather than logic turned out to be the harder problem and the more interesting one.
Credits