Producer, Game Designer: VyreSpace
"It is time to break the boundaries between the physical and the virtual"
Vyrespace is presented as a completely new virtual Escape Room experience, where players will use VR glasses that will transport them to the facilities of a space cruiser that, due to special circumstances, is on a direct collision course with Earth.
The whole team must come together to solve the puzzles and riddles that will be presented to them. They will have to physically move around the site, discovering clues, clues and how to continue. Everything to fight against the 60 minutes they have to avoid the collision. That ... and an Artificial Intelligence that will not make it easy for our players to advance.
A device that will use all the tricks in its hands to prevent them from advancing. By changing what they see, what it tells them ... and what they feel ...
The first VR experience where not only the virtual world changes, but also the physical one, adding completely new effects that will change how players deal with everything that happens. Effects of wind, water, heat, cold, smells, enveloping sounds ... will make you think carefully about everything you do.
They are ready? Will they be able to help the SCSA avoid the collision?

Aspects that make it unique
"You don't have to settle, you always have to try to break the limit"
Interaction
Vyrespace presents a completely new and different degree of interaction. In this experience, not only must everything that happens in the virtual world be taken into account, but the physical world must be perfectly synchronized with everything that happens in the video game to create completely new sensations in a video game.
By changing what the players feel in the room, what they smell, the placement of certain objects ... we achieve a unique level of immersion that will make the players not confident. Let them feel that the world they are traveling is truly the one they see through their glasses, creating a new dimension.
Technology
The Virtual Reality experience uses the Unreal Engine graphics engine, which allows us to obtain advanced and immersive graphics so that players can get to feel it real.
An experience is sought as fluid as possible so that any type of player can enjoy it, avoiding the typical problems that are usually related to this type of technology, such as dizziness, using studio techniques to avoid it. Therefore, the testing phases are considered essential to be able to create a perfect product in all aspects.
A multiplayer connection is also established between all the glasses so that they can know each other's position and actions, as well as with a central computer so that a controller can know at all times what is happening in the game.
Using a mobile format Virtual Reality glasses, "Lenovo Mirage Solo" had clear technical limitations on what to offer in the visual category of the video game. Even so, with our own optimization techniques and making the most of the hardware, we have obtained visual results well above what other games and / or experiences can offer in these glasses.
Virtual reality
Using the Unreal Engine graphics engine, which after all the experience gained for the production of "1214 and" Toledo VR "served to explore the possible limitations of the hardware to be used.
With a previous and extensive study of the hardware to be used, "Oculus Quest" and its possibilities of interaction and representation together with immovable standards (high resolution and constant 60fps) an experience is developed in which the user only has one thing to do. . Enjoy.
Developing one of our first experiences in a mobile device, allows us to squeeze the hardware to unsuspected levels to achieve certain results, making it a bit easier for subsequent projects to know the limitations and address them.
Sound
In Virtual Reality devices it is not only necessary to offer a show in the visual section, but the sound and music effects must be in line to offer an experience that players can consider of "another level".
For this reason, 3D audio techniques are used so that players can locate objects, characters or actions only with their ear, and can turn to their direction. These are also self-produced and in many cases, recorded in real life, offering an unmatched quality.
In addition, a surround sound system is created in the room to play not only with the sounds that each player can hear individually in their glasses, but a global system is used in the room to be able to reproduce certain effects in specific places so that all of them can locate it at the same time and in a much more precise way.
Images
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