Riddler’s Ransom is a fully immersive VR Escape Room game made for Meta Quest 3. Check it out here!
Project Details
- Role: Technical Lead / CTO
- Engine: Unreal Engine 5 (Meta-fork)
- Platform: Meta Quest 3
- Team Size: 7
- Duration: 2 months
Originally conceived as an internal PC-VR game-jam prototype, Riddler’s Ransom was never intended for public release. As the company moved toward the Meta Quest ecosystem, I spearheaded the architectural overhaul required to transform this unoptimized prototype into a polished, standalone consumer product.
As the Technical Lead, I managed the cross-functional team of 7 and bridged the gap between the creative vision and the strict performance constraints of mobile VR hardware.
Key Achievements
- The original PC-VR prototype ran at only 40 FPS. I led the optimization strategy—focusing on heavy asset refactoring, material simplification, and draw call reduction. This allowed us to achieve a rock-solid 72 FPS on standalone hardware.
- Oversaw the migration from PC-VR to standalone Meta Quest 3, ensuring the game’s interactions and lighting were preserved while staying within the hardware’s strict performance budget.
- I personally managed the end-to-end submission process to the Meta Quest Store, ensuring the build met all technical requirements and passed Meta’s rigorous Technical Requirements (VRCs).
- Directed the development team through the transition to a standalone-first workflow, ensuring that all new gameplay features were built with performance and mobile memory limits in mind from day one.