"Raising the Bar" — Making a Game Fully in VR
I didn’t have much time to share this right after the jam, so here’s a little write-up of the experience — better late than never!
To recap: I gave myself a personal challenge — make the entire game directly from my Meta Quest 3, without touching my computer (except for exporting the builds). I wanted to see if this kind of setup was actually viable.
And... honestly? It worked out surprisingly well! Especially when you take into account a few fun details:
🛠️ I Was Not Ready
I had zero prep time.
Until Friday evening, I hadn’t set up anything: no version control, no proper DAW, no 2D drawing tools for textures… Not even my keyboard layout was ready.
Just getting that configured took me half a day 😂It was also my first time using Godot.
I’d planned to do a little warm-up project before the jam, but I didn’t get the chance.
Despite that, I was amazed at how easy Godot was to pick up — especially coming from Unity.And it was my first VR game too!
I started using XR Tools, but I ended up switching to native OpenXR nodes, and that made everything cleaner and more efficient.
✨ What Went Great
- Testing in VR was just… satisfying. You hit play, and you're in the game instantly.
- Modeling in Shapelab felt super natural. Even though the results didn’t make it fully into the game, it was a great tool to get comfortable with.
- Virtual monitors made for a surprisingly decent dev environment.
- The headset didn’t cause much fatigue, and the battery dying faster than it charges? Built-in break timer 😂
🚫 The Limits I Hit
- Virtuoso is cool, but it’s no DAW. It’s loop-based with no real MIDI editing, which made music creation pretty limited.
- Shapelab exports are heavy. You can optimize them on PC, but not directly on the headset — which means you’re stuck with big assets.
- No Git, no real dev tools. It’s Android, so things are already limited — and sideloading extra tools isn’t exactly smooth sailing.
🎮 The Computer Part?
The only time I touched my computer was to export the game builds.
Everything else was done directly from the Quest 3 — headset on, tools running, hands flying.
🖥️ Bonus: Non-VR Version
Just recently, I also made a quick non-VR version so people can try it out more easily, even without a headset.
It's not perfect (the console is barely readable), but it's playable.
🎉 Final Thoughts
This was honestly a really fun experience.
It proved to me that yes, you can build a whole game just from inside the headset — even with a bunch of limitations.
There’s still a lot of room for improvement. If I can figure out a way to run a lightweight Linux VM inside the Quest… well, I might never leave VR development again 😄
Now it's time for me to start rating games and digging through my notes 🫠
👉 Play the game here