
Solve a Murder Mystery by touching the crime scene through Mocap and VR.
Search around for proof, shine a light on clues, and inspect various objects with your physical touch to determine Mr. Manfroy’s killer’s identity and motive.



Solve a Murder Mystery by touching the crime scene through Mocap and VR.
Search around for proof, shine a light on clues, and inspect various objects with your physical touch to determine Mr. Manfroy’s killer’s identity and motive.


Solve a Murder Mystery by touching the crime scene through Mocap and VR.
Search around for proof, shine a light on clues, and inspect various objects with your physical touch to determine Mr. Manfroy’s killer’s identity and motive.

ROLE
Game Designer /
QA / Script Writer
DATE
April 2016
PLATFORM
Oculus Rift
SOFTWARE
Unity / Maya /
Photoshop

ROLE
Game Designer /
QA / Script Writer
DATE
April 2016
PLATFORM
Oculus Rift
SOFTWARE
Unity / Maya /
Photoshop

ROLE
Game Designer /
QA / Script Writer
DATE
April 2016
PLATFORM
Oculus Rift
SOFTWARE
Unity / Maya /
Photoshop

You play as a detective and are sent to an abandoned manor where a recent murder took place.
The victim’s body was found in a small room near the desk where he usually worked.
It’s very dark in the room and it seems that the lights are broken, so you’ll need to use a flashlight to see.
The only hint you have to solve the murder is the outline of the victim’s corpse found on the carpet near the door.
It’s up to the player to find the hidden clues and evidence in the room to solve this murder mystery.
By combining Motion Tracking with Virtual Reality, we were able to create a small, compelling experience where the player is free to move around a digital representation of a real-life room and interact with every single object that was physically present.
We found it fitting to develop a murder mystery case, because of the ability this technology gave us to develop a cool digital setting where the appearance of the room can drastically change but with the added touch that you can still pick up and inspect every object as if they really exist.
Armed with a flashlight, you search the room, pick up items, and find hidden numbers pertaining to the lock of a small safe hidden underneath the writing desk to unveil a story of money, betrayal, and murder.
The player wears a Motion Capture suit and a Virtual Reality headset to enter the experiment.
The digital room is an on-scale re-interpretation of the real-life Motion Capture Studio that this game took place in.
Every physical object got Mocap Markers to bind their location and movement to a digital recreation of the same item, such as the flashlight, books, a bureau, and a safe.
This allowed us to feel the actual objects when we picked them up in the digital room and encouraged the player to look for and inspect various objects at the murder scene.
You play as a detective and are sent to an abandoned manor where a recent murder took place.
The victim’s body was found in a small room near the desk where he usually worked.
It’s very dark in the room and it seems that the lights are broken, so you’ll need to use a flashlight to see.
The only hint you have to solve the murder is the outline of the victim’s corpse found on the carpet near the door.
It’s up to the player to find the hidden clues and evidence in the room to solve this murder mystery.
By combining Motion Tracking with Virtual Reality, we were able to create a small, compelling experience where the player is free to move around a digital representation of a real-life room and interact with every single object that was physically present.
We found it fitting to develop a murder mystery case, because of the ability this technology gave us to develop a cool digital setting where the appearance of the room can drastically change but with the added touch that you can still pick up and inspect every object as if they really exist.
Armed with a flashlight, you search the room, pick up items, and find hidden numbers pertaining to the lock of a small safe hidden underneath the writing desk to unveil a story of money, betrayal, and murder.
The player wears a Motion Capture suit and a Virtual Reality headset to enter the experiment.
The digital room is an on-scale re-interpretation of the real-life Motion Capture Studio that this game took place in.
Every physical object got Mocap Markers to bind their location and movement to a digital recreation of the same item, such as the flashlight, books, a bureau, and a safe.
This allowed us to feel the actual objects when we picked them up in the digital room and encouraged the player to look for and inspect various objects at the murder scene.


December 14th, 1989.
A day I would not soon forget.
It was a breezy cold night and I was just about to drink the last bit of whiskey I had left.
Its fine taste helps me fall asleep these days.
But during that one night, sleep was not an option…
The phone rings!
I pick it up and hear a shaky voice from the other side.
The person on the other side of the call is talking way too fast, it’s almost too hard to recognize anything she says.
The phone call cuts off before I have the chance to ask anything.
This piqued my interest, so I quickly write down what I could interpret from the call.
Dead body… Locked Room… 16th Avenue Manfroy Manor…
With these details written down, I head straight to the scene of the crime to start my investigation.
I was greeted by a lady wearing a black coat.
She led me to the room where the murder occurred and gave me her spare flashlight.
It was dark after all, and this mansion did not see the fit to invest in modern electricity.
No matter, it was of no worry.
With your help, we will surely be able to solve this case swiftly and without any trouble.
Now let’s see if there is anything hiding in this room that we can investigate…
December 14th, 1989.
A day I would not soon forget.
It was a breezy cold night and I was just about to drink the last bit of whiskey I had left.
Its fine taste helps me fall asleep these days.
But during that one night, sleep was not an option…
The phone rings!
I pick it up and hear a shaky voice from the other side.
The person on the other side of the call is talking way too fast, it’s almost too hard to recognize anything she says.
The phone call cuts off before I have the chance to ask anything.
This piqued my interest, so I quickly write down what I could interpret from the call.
Dead body… Locked Room… 16th Avenue Manfroy Manor…
With these details written down, I head straight to the scene of the crime to start my investigation.
I was greeted by a lady wearing a black coat.
She led me to the room where the murder occurred and gave me her spare flashlight.
It was dark after all, and this mansion did not see the fit to invest in modern electricity.
No matter, it was of no worry.
With your help, we will surely be able to solve this case swiftly and without any trouble.
Now let’s see if there is anything hiding in this room that we can investigate…


On Murder at the Manfroy Manor, I was a Game Designer & Equipment Tester.
The duration of the project was 2 weeks with a team of 5 members.
My duties included:
- General concept layout
- Conceptualizing gameplay elements
- Scenario structure
- Level-Design
- Motion Capture Tester
- VR Headset Tester
Our team had the chance to use a Mocap room while also working with new VR technology for a short amount of time.
We took this opportunity to combine these technologies and create a unique experience that enabled us to experiment and learn at the same time.
Our goal was to combine Mocap and VR to simulate an immersive experience where you can physically feel digital objects as if they are real.
We started production by mapping out the digital recreation of the Mocap room, the usable objects, and where everything would be placed.
After this, we digitally recreated each object and placed Mocap Markers on their physical counterparts to bind them to their digital recreations.
A game scenario and narrative were designed to support this concept further.
We found that a murder mystery would encourage players to look for hidden clues and touch any object they could find.
We chose to have players solve a number-locked safe so that they had a simple goal and knew to look for hidden numbers instead of complicating matters with using actual keys to open specific locks.
To make the utmost use of the technology, we hid some numbers behind objects to motivate players to grab and rotate objects.
Our biggest challenge was matching the correct sizes of the physical room and objects with their digital counterparts, while also making sure that their positions stay matched up during gameplay.
It took a lot of testing to make sure everything felt and looked correct while in the digital version of the game.
It was also important to make sure that players understood the objective and that each object is physically present and can be picked up.
To help remedy this, we give players a flashlight to hold and start their adventure near a large desk.
This made it easier for them to immediately get a feeling for their surroundings and know how their positions match up with what they are seeing.
This project taught me to take the player’s expectations and trust into account during production.
We wanted them to trust the digital recreation of the room and their perception of the position, weight, and dimensions of each intractable object.
It made for a fun experience where they could freely investigate the case without fear of bumping into invisible objects.
On Murder at the Manfroy Manor, I was a Game Designer & Equipment Tester.
The duration of the project was 2 weeks with a team of 5 members.
My duties included:
- General concept layout
- Conceptualizing gameplay elements
- Scenario structure
- Level-Design
- Motion Capture Tester
- VR Headset Tester
Our team had the chance to use a Mocap room while also working with new VR technology for a short amount of time.
We took this opportunity to combine these technologies and create a unique experience that enabled us to experiment and learn at the same time.
Our goal was to combine Mocap and VR to simulate an immersive experience where you can physically feel digital objects as if they are real.
We started production by mapping out the digital recreation of the Mocap room, the usable objects, and where everything would be placed.
After this, we digitally recreated each object and placed Mocap Markers on their physical counterparts to bind them to their digital recreations.
A game scenario and narrative were designed to support this concept further.
We found that a murder mystery would encourage players to look for hidden clues and touch any object they could find.
We chose to have players solve a number-locked safe so that they had a simple goal and knew to look for hidden numbers instead of complicating matters with using actual keys to open specific locks.
To make the utmost use of the technology, we hid some numbers behind objects to motivate players to grab and rotate objects.
Our biggest challenge was matching the correct sizes of the physical room and objects with their digital counterparts, while also making sure that their positions stay matched up during gameplay.
It took a lot of testing to make sure everything felt and looked correct while in the digital version of the game.
It was also important to make sure that players understood the objective and that each object is physically present and can be picked up.
To help remedy this, we give players a flashlight to hold and start their adventure near a large desk.
This made it easier for them to immediately get a feeling for their surroundings and know how their positions match up with what they are seeing.
This project taught me to take the player’s expectations and trust into account during production.
We wanted them to trust the digital recreation of the room and their perception of the position, weight, and dimensions of each intractable object.
It made for a fun experience where they could freely investigate the case without fear of bumping into invisible objects.

