A single-player VR puzzle game set aboard a drifting spacecraft. The ship's onboard AI, weary and past caring, asks the player to help restart the vessel's systems before it gets pulled into the star Alpha Pavonis. Each solved puzzle generates an energy sphere that progressively powers the ship back up. Built for the VR Pod format, the design had to deliver a complete arc in under 10 minutes: short-form VR design is its own discipline, every second of friction matters when the customer is paying by the minute. Over one year of production in a 10-person team, I designed, integrated, and implemented 90+ unique puzzles built on 8 distinct mechanics, applying a consistent puzzle design framework to every one, in close collaboration with the Game Director and one Level Artist on the visual integration of each puzzle environment.



Mission NAR-6 posed a puzzle design challenge rare in studio arcade production: delivering a high volume of varied puzzles over one year, with consistent quality across every one of them. The result is 90+ unique puzzles, built on 8 core mechanics, each designed, integrated, and implemented against the same legibility standard and tested for readability in a solo VR arcade context with no coaching available.
I applied a consistent puzzle design framework to every puzzle authored on the project. Each of the 90+ puzzles was designed to move the player through four distinct mental states in sequence:
This framework kept quality consistent at volume: every new puzzle was authored against the same legibility checklist before integration, which made systematic puzzle authoring possible at this scale.
The 90+ puzzles draw from 8 distinct mechanics, each with its own interaction grammar. Every mechanic ships in 4 difficulty tiers (Very Easy, Easy, Medium, Advanced), driven by the geometric complexity of the puzzle modules and the number of interactions required. The same mechanic can range from a 5-second confirmation to a 45-second head-scratcher just by tier-shifting its parameters.
A 5-minute arcade session does not reward a linear difficulty ramp. Players need rest beats to stay engaged and spike moments to make the session memorable. I structured the session pacing around four cognitive intensity levels, calibrated against playtest data with arcade walk-in audiences:
The curve oscillates between these four levels across the session, with two peaks and two breathing moments, rather than a straight escalation that would burn players out before the end.
Without a teammate to check with, a solo VR player stalls fast if a puzzle ever feels unclear. Every legibility cue had to come from the environment itself, with no UI fallback:
While the primary craft on this project was level and puzzle design, I contributed to game design alongside the Game Director on three specific areas: