VR party platformActive

PartyVR

Room-scale multiplayer games with a server-authoritative LAN setup and a spectator screen for everyone outside the headset.

PartyVR rendering and device logs during development
PartyVR rendering and device logs during development

Role

Design, development and hardware integration

Tools

VR, LAN multiplayer, Blender, 3D avatars

Status

Active

The challenge

A room-scale party game has to work for more people than the player wearing the headset. The game session, host controls and spectator view all need to stay understandable while several devices exchange state over a local network.

The approach

I built PartyVR as a connected system rather than a single headset experience. A host panel manages players, rounds and hardware; the spectator display keeps the room involved; and multiplayer debugging tools make avatar and state synchronization visible during development. The visual pipeline also includes custom avatars and cosmetics made in Blender.

The result

PartyVR is an active platform for experimenting with social VR, local networking and the practical work around running a shared physical game space. The current project media shows the host panel, multi-client synchronization, device logs and avatar production instead of a staged marketing render.