A jam project rarely needs a feature-by-feature tour. It needs a demonstration that makes the idea understandable, shows the interaction working, and reaches the outcome before the viewer loses the thread. I compressed the whole Masquerade Mystery loop into under five minutes.

Why I made this

The prototype was a dialogue-based personality quiz inside a VR costume party. Players moved between unusual guests, answered questions, and discovered what kind of character their choices produced at the costume-contest reveal.

That design depended on context, conversation, and spatial audio. A short description alone would not show how approaching a guest changes what the player hears, how the questions build toward a result, or why the experience can be replayed.

What I did

I launch the jam build and move directly into the party rather than beginning with a production history. The first conversations establish that each guest has a distinct voice and set of questions.

As I move through the room, I explain that much of the audio is mixed for VR: conversations become audible as the player approaches them. That connects the flat recording to the spatial behavior a headset user would experience.

I keep the playthrough moving quickly enough to reach the costume contest, reveal the resulting character description, and show the credits returning to the start. The final loop makes replayability clear because different answers can produce a different result.

The original description also linked the downloadable jam build and event home. That gave interested viewers a path from demonstration to hands-on evaluation.

Chapters

Select a chapter to jump the video directly to that part of the workflow.

A note on the archive

Masquerade Mystery VR was a 2016 game-jam prototype built for the original Oculus-era desktop VR environment. The linked event, download, runtime, and hardware context are historical and may no longer function as originally published.

The chapter timings come from auto-generated captions and have been cleaned around the actual playthrough. I’m keeping the page as a look at the prototype and the five-minute tour I used to explain it, not as current VR setup guidance.

Published August 1, 2016. Preserved with context. More DevRel work →