Touch The Deep VR is a one-week tech demo that I independently developed early in 2025. It is a physics-based VR experience, placing the player in the role of a deep-sea geologist collecting mysterious samples on the murky sea floor.
This was the second short VR project I published. The concept started as a short note on my phone, and I aimed to keep the final tech demo similarly concise. My short-deadline exercise was partially incited by my struggle with dreaded feature-creep: in the excitement of a new project, additional ideas to expand and improve gameplay often strike you. These new features can be interesting, but inviting them across the threshold of your project adds new requirements to its completion, pushing the conclusion of your work further away. Feature-creep can easily sink a game mid-development if left unchecked. I wished to break my feature-creep habits by setting a short timeline and small central concept to design around.
I gained useful experience in the Unity Engine with this project, particularly the intricacies of the physics joints system – a feature of Unity that I have skirted awkwardly around for years.


