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Metamask

Atmospheric VR wave survival with dual-wield melee combat, 3D spatial audio, and bullet-time dodging.

UnityC#VROpenXRGame Jam3D Spatial Audio

Metamask is a fast-paced atmospheric VR survival game we built during Global Game Jam 2026 at the Cosenza site, where it won the Best Gameplay Award.

You are trapped in a pitch-black arena surrounded by swarms of cursed floating masks that relentlessly dive towards your face to corrupt you. You have to rely on 3D sound to locate incoming threats in the dark and slice through them with dual swords.

I was the co-lead gameplay and systems programmer in a 7-person team (4 programmers, 1 3D artist, 1 audio designer, 1 UI artist), co-architecting the core VR interaction pipeline and mentoring teammates through Unity’s XR toolkit.

Core gameplay

  • Dual-wield melee physics: You can wield a single blade with two hands or go all-out dual-wielding swords. We fine-tuned blade collisions and controller haptics so slashing through flying enemies feels tactile and immediate.
  • 3D spatial audio localization: Since the environment is pitch-black, directional 3D audio is a core mechanic. Whispers and air displacement let you pinpoint exactly where an enemy is lunging from before it enters your field of view.
  • “Perfect Dodge” bullet-time: Ducking or dodging your head at the very last second triggers a brief window of slow motion, giving you a clutch moment to reposition and slice through multiple incoming masks.
  • 5 cursed mask archetypes: Different mask variants with distinct movement speeds, diving angles, and acoustic signatures.

What I built in Unity & C#

  • VR interaction & haptics: Implemented blade physics and responsive controller haptic feedback using Unity’s XR Interaction Toolkit and OpenXR.
  • Head proximity detection: Built the proximity trigger system around the VR headset position to calculate split-second head dodges and drive the temporal bullet-time state.
  • Mask state machines & corruption meter: Coded the AI approach behaviors and the corruption threshold system that tracks face-latch damage.
  • Scene flow & arcade scoring: Designed modular scene transitions between lobbies, combat rounds, and game over states, with local high-score saving.
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