Game Development
Project Overview
Fowl-Play is a two-player VR/PC cooperative puzzle game. It challenges the players to work together using their problem solving and communication skills to beat the game.
Fowl-Play Website
My Contributions
I am both the project manager and VR specialist of the development team. There are five group members, Kylie Duck, Max Ingleton, Ronan Boyd and Thomas Vanderwyst. We each have a wide array of skills so many jobs within the project are shared so it is somewhat difficult to separate roles. However I was responsible for the VR controls and interactions, as well as the project management tasks such as task delegation, scheduling and facilitating communication.

Made in Unity and using OpenXR.
This project is the result of a full year of hard work and was a team effort. The last year of my degree we are required to do a capstone project, a large team project that you work on over the span of a year. Our team decided early on that our main goals going into the project were to make a collaborative VR game. After many wild brainstorm sessions we came up with the idea for Fowl-Play.

The game being collaborative was very important to us and since we didn't want to take on the technical challenge of using networking to connect two devices to the same game, we opted to explore our own theoretical implementation. We wanted to run the game on one machine (desktop computer) with the VR headset connected and trick it into showing the two different displays. That way the two players would be experiencing the same environment in real-time with two different perspectives. It worked to, after lots of research and experimentation.

After we knew that our idea was possible all our effort went into making the puzzles, AI, and experience of our goofy game. In the early design stages we would discuss the inspirations behind our environment and what kind of atmosphere we are trying to emulate. These group discussions ensured that everyone understood what the goal was with the design, so that they could make decisions throughout their process with confidence that it will align with the overall idea.

Our team is conducted 3 waves of user testing at different stages of development to ensure that our game is immersive, intuitive, challenging and fun. Various promotional materials were also made to advertise the game to the public and our fellow students such as, posters, stickers, a trailer, and social media posts. We also created a website and a page on itch.io to release a build of our game for people to download and play on their own. We hope to eventually publish the game on steam but until then it will be available for free on itch.io.
Download the game from itch.io
Project Manager / VR Specialist
Aug 2023 — Current
Thomas Vanderwyst
Head of AI
Elis Joynes
Team Lead
Kylie Duck
Head of Design
Ronan Boyd
Head of Unity
Max Ingleton
Head of Assets