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XR Developer Completed

VaultBreak MR

A Mixed Reality stealth heist built in Unreal Engine 5 — where your own body, tracked head to toe, is the input device you use to dodge the vault's laser security.

Unreal Engine 5.6.1 C++ Meta Quest 3S Sony Mocopi Mixed Reality
Demo
Demo video — coming soon
01

Overview

VaultBreak MR is a Mixed Reality stealth game built for Meta Quest 3S. Using MR passthrough, the physical room you're standing in becomes the vault you're infiltrating — virtual laser beams, control boxes, and the target pearl are composited directly into your real space.

The player's goal is simple to state and hard to execute: sneak in, avoid a randomized laser security grid using full-body movement, disable the control boxes powering it, and steal the pearl to complete the mission — all without triggering an alarm.

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My role

I worked as the XR Developer on this project, responsible for gameplay programming in C++, integrating the full-body tracking input pipeline, and designing the laser security and health/damage systems that make the stealth loop function.

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Technical breakdown

Full-body tracking integration

Sony Mocopi trackers stream body pose data into Unreal Engine 5.6.1 via C++, mapped onto the player's in-game avatar so physically ducking, leaning, or crouching translates directly into dodging laser beams.

Random laser generation system

Laser beam placement and timing are procedurally generated each playthrough in C++, keeping the security grid different every run rather than a fixed, memorizable layout.

Mixed Reality passthrough integration

Meta Quest 3S passthrough blends the real room with virtual vault set-dressing, laser overlays, and control boxes, so the physical space itself becomes part of the level.

Health & damage system

A state-driven detection framework tracks player exposure to lasers and enforces stealth-failure states when the player is caught.

Objective-based mission flow

A multi-stage mission structure — infiltrate, disable control boxes, retrieve the pearl, extract — drives clear objective and state transitions through the level.

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Challenges

01

Calibrating full-body tracking to real playspace

Sony Mocopi trackers needed careful calibration against each player's actual physical space so in-game dodge and duck movements lined up fairly with laser timing. I added a short per-session calibration step before missions start to keep this consistent.

02

Balancing procedural laser difficulty

Fully random laser placement risked runs that were either trivial or unfair. I tuned spawn constraints and timing windows through iterative playtesting to keep difficulty consistent without making layouts predictable.

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Keeping MR passthrough legible

Overlaying virtual laser and security elements on a real passthrough room risked visual clutter or elements reading as detached from the physical space, so composition and contrast needed extra attention against unpredictable real-world backgrounds.

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