top of page

VR Two-gether 
 

About Project: VR Two-gether is a cross-platform cooperative game in which one player uses a VR headset and controls and the other player plays on a PC. Both players need to collaborate and solve cooperative puzzles in order to progress through the game.

My Role: Creative Director, User Researcher, Data Analyst, Project Manager

My Responsibilities: 

  • Designed innovative mechanics and levels in Unity, crafting engaging cooperative challenges and tutorials for both PC and VR platforms

  • Orchestrated research methodologies for qualitative and quantitative user experience research to enhance game design through data-driven insights

  • Administered usability and player experience questionnaires including Game Engagement, Player Experience of Need Satisfaction, and Social Presence in Gaming, ensuring actionable feedback

  • Designed and conducted in-depth player interviews, revealing key insights into player preferences and behaviors, which directly informed game development decisions

  • Organized playtesting sessions and systematically analyzed user data, leading to targeted improvements that elevated the overall player experience

  • Analyzed quantitative and qualitative user data to understand players behavior and preferences

  • Co-authored extensive documentation, including literature reviews, research methodologies, results, and discussions, providing a robust foundation for future research and development

  • Coordinated development tasks within team members using Trello and scheduled regular feedback sessions to facilitate communication, which improved team productivity

RESEARCH METHODS

  • Game Design: We developed a cross-platform cooperative game in which one player uses a VR headset and controllers and the other plays on a PC. Both players need to collaborate and solve cooperative puzzles in order to progress through the game.

    • The cooperative challenges in the game are based on design patterns for cooperative play derived from analyzing successful cooperative games.

    • The asymmetric mechanics in two different platforms are designed based on different affordances for the PC and VR, while we considered the mechanics to be homogeneous for the two players thus creating a balanced cooperative gameplay.

  • Prototype 1: The game’s first prototype is developed in Unity game engine and consists of a maze where the gameplay for the PC player would happen and two towers where the VR player would oversee the maze. Both players have mechanics that would enable them to interact with game objects, such as lowering walls or teleporting specific objects.

  • Prototype 2: The second prototype is also developed in Unity game engine and consists of a level with puzzle challenge design based on a spectrum of different cooperative dynamics and affordances for VR and PC. The primary core loop of the game lies in the dynamics and interactions of both the players in the Game World.

  • Experiment Design: Using gameplay and players' self-report data, we evaluated the game as a cross-platform cooperative game. 

  • Research Question: We tested the research question of whether the asymmetric controls in VR and PC interfere or assist with the shared intentionality in a cross-platform cooperative multiplayer game.

  • Data Collection: A mixed method analysis with a four-stage data collection approach; 

    • pre-play session interview to understand players previous gaming experiences and their demographics

    • play session recordings by camera to evaluate the game’s cooperative dynamics 

    • a four-section follow-up questionnaire including Player Experience of Need Satisfaction, Game Engagement, Social Presence in Gaming, and VR Two-gether specific test

    • a follow-up semi-structured interview after the play session to provide a qualitative overview of players experiences. 

OUTCOMES

  • Based on data analysis, we discovered what can be improved in the game and be added to future games of this style.

  • Despite the limitations and technical difficulties faced during VR Two-gether's development and testing, the asymmetric co-op mechanic had a significant player appeal and may successfully encourage cooperation between players. The cooperative dynamics were successfully implemented in VR Two-gether, resulting in a positive gaming experience for players, as evidenced by the high scores on the Cooperative Performance Metrics (CPM), including laughter or excitement shared, developed strategies, helping one another, global strategies, and waiting for one another. These results show that there is potential for asymmetric co-op mechanics to be included into game designs in the future to increase player engagement and enjoyment.

  • Overall, our research emphasizes the value of encouraging social connections and forging ties among gamers, which is consistent with the rising popularity of multiplayer games and the significance of social interactions in gaming. By providing an asymmetric co-op mechanic that encourages cooperation and communication between players using different inputs, we wanted to close gaps in the present gaming market with VR Two-gether. According to our research, this type of gameplay can strengthen player bonds and sense of relatedness while also appealing to players.

©2025 by Rana Jahani 

bottom of page