What this case helps evaluate
- Production scope: VR quest, FPS gameplay, PvE/PvP modes, 3D models and environment design
- Budget signal: $23,076
- Timeline signal: 6 months
VR game case study
A VR quest case for a futuristic FPS experience with Oculus Rift support, PvE and PvP modes, weapon design and immersive environment production.
The video gives the spatial context first: this is a location-based VR quest with headset interaction, physical room constraints and combat scenarios.
Case evidence
This case page turns the public portfolio record into a buyer-readable snapshot for VR / Oculus Rift: what was built, what CrocoApps owned and which constraints shaped delivery.
Public project facts used for this new case page.
| Project | Time Machine |
|---|---|
| Platform | VR / Oculus Rift |
| Engine / stack | Unity 3D, Photoshop, Bitbucket |
| Scope | VR quest, FPS gameplay, PvE/PvP modes, 3D models and environment design |
| Timeline | 6 months |
| Budget | $23,076 |
| Playing area | Up to 120 sq. m. |
Source: CrocoApps public project archive and approved production materials.
Location-based VR
A VR quest is not only headset software. The 120 sq. m. play area, comfort, enemy encounters, weapons and PvE/PvP modes all shape production decisions.
The images show concept art, 3D assets, gameplay screens, review material and location photos that explain the VR production scope.
Location-based VR needs more than a scene build: interaction, hardware, physical play area and comfort all affect production.
The public case describes a futuristic FPS quest with zombies, monsters, bosses, skills and weapon upgrades.
The playing area reached up to 120 square meters, changing how movement and interaction had to be designed.
The project included team-based player-versus-environment and player-versus-player modes.
The page shows character concepts, weapon work, environment elements and screenshots.
This case is useful for buyers planning VR entertainment or training environments where hardware constraints shape the project.
Define story, setting, enemies, modes and physical-space constraints.
Create characters, weapons, doors and environment elements.
Implement Oculus Rift support and gameplay systems.
Test interaction, comfort, build stability and location readiness.
Send the target headset, physical space and interaction scenario.