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Building Virtual Worlds
Multiple Game Jam Projects Made in Weeks
Group Project
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08.2025 - 12.2025
Project Brief
Building Virtual Worlds (BVW) is a long-term Game Jam held by Carnegie Mellon Entertainment Technology Center. It brings students from diverse backgrounds together to rapidly create interactive experiences. Through fast-paced prototyping, critique sessions, and workshops, the course trains students in interdisciplinary teamwork, iterative design, playtesting, and creative problem-solving—skills essential for building compelling game experiences.
During the BVW project, I worked as a programmer and collaborated with artists and producers. I managed to implement 4 virtual worlds featuring creative gameplay and interface design. Eventually, 3 of my virtual worlds went through the BVW 2025 Festival, and played by 400+ attendees.
Project Info
Context: Group Game Project
Category: Game Jam Project
Tools Used: Unity, C#, Figma(Collab Design, Prototyping), Perforce(Version Control), Notion(Collab Working), Adobe Creative Suite
Collaborators: Carnegie Mellon University Graduate Students
My Role: System programming, game mechanics programming, UI/UX design & development, gameplay experience design
Project Video
——— Project Development ———
World 1: The Escape March
Development Time: 2 Weeks
A rhythm-based room escape game inspired by The Shawshank Redemption. Players progress by knocking and breaking walls, navigating through rooms with different challenges while avoiding patrolling guards.

For the controls, we made use of the Microsoft Adaptive Controller and customizable buttons. We built an interface that lets players physically use a hammer to knock on the wall to control the game. During playtests and demonstrations, guests had fun interacting with our interface.

As the programmer, I implemented wall-breaking mechanics, state machines for player and guard behaviors, guard patrol and vision systems, and synchronized lighting and sound cues to match the game’s rhythm across multiple levels.
World 2: VR Gem Digger
Development Time: 2 Weeks
According to the second round’s prompt, “Naive Guests,” which required players to learn the gameplay without direct instructions or UI hints, we developed a VR game where players operate a virtual bulldozer to dig gems and confront zombies.

We leveraged the Meta Quest VR SDK, featuring hand-tracked controls, interactive levers and buttons, and level designs that naturally teach players how to operate the machinery. We achieved intuitive gameplay through careful level design, controls, environmental guidance, and progressive challenges, allowing players to understand the mechanics and objectives without explicit instructions.

As a programmer, I implemented hand-based controls using the Meta Quest API, designed the bulldozer operation system, developed level functionalities, and programmed zombie behaviors to ensure intuitive and engaging gameplay.
World 3: StarFisher
Development Time: 1 Week
Inspired by mini-games in Mario Party, combining mechanics from Bumper Brawl and Snake, we made a 4-player party mini-game where each player controls an anglerfish and uses its "star hook" to collect jellyfish. The collected jellyfish chain behind them like in Snake. Players can break opponents’ jellyfish chains to steal them, creating a fast-paced, wacky, and fun gameplay experience. The game is designed for local multiplayer play, perfect for parties and social gatherings.


As a programmer, I implemented fish movement, robust multiplayer control handling and management, the jellyfish chain mechanics, and other gameplay systems to ensure smooth, engaging multiplayer interactions.
World 4: CYBER-HEMA
Development Time: 3 Weeks

Inspired by Historical European Martial Arts (HEMA), we developed a multiplayer combat game supporting up to 4 players. Players use PS5 controllers with gyroscope functionality to swing swords in cyberspace duels. The goal was to let people experience HEMA in a virtual world, making the combat accessible and engaging for both players and audiences. Designed for party settings, the game also features an online poll system: audiences can scan a QR code to vote for items to be dropped into the scene, which influence gameplay and add dynamic, fun interactions.


As a programmer, I implemented PS5 gyroscope controls (reading and mapping motion), sword action mechanisms (motion detection and contact feedback), player IK for realistic sword handling, and the online audience poll system. I also integrated haptic feedback with visual cues to simulate sword impacts and used motion capture to drive immersive character animations.
Festival Showcase
The Escape March, StarFisher, and CYBER-HEMA passed multiple rounds of voting and jury review and were ultimately selected for showcase at the 2025 Entertainment Technology Center BVW Festival. More than 400 guests attended and played our worlds.

While I played an important role as a programmer, writing robust and maintainable code that allowed the worlds to operate creatively and seamlessly, it was a great pleasure to work with the talented people in each round.




