Asterix VR
Unreal – VR – Online
Asterix VR is an immersive VR adventure built in Unreal Engine for 2–4 players. You take on the role of Druids learning Panoramix’s skills, crafting potions and facing challenges across the forest. As an intern programmer at Virtual Room, I joined during final production to help debug and polish the core code. I set up the initial codebase, fixed engine and SteamVR compatibility issues, and established a sprint workflow. Over several sprints I implemented lobby functionality and a photo capture system, created a two‑handed slingshot mechanic with an aiming reticle, built interactable environments and enemies, designed stealth enemy behaviour, and constructed a full potion preparation level with grinding, pouring and recipe checking. I focused on VR user experience to reduce motion sickness, designed replication for multiplayer interactions, and refactored systems to be more generic. This project strengthened my Unreal C++, networking and VR skills.
Highlights
- Established core codebase and fixed engine/SteamVR compatibility.
- Implemented lobby and photo capture systems.
- Developed two‑handed slingshot and interactable environments.
- Designed stealth enemies and improved pooling.
- Built full potion preparation level with multiple mechanics.
- Focused on VR user experience and multiplayer replication.
Team
- Michael Abid
- Allan Boulogne
- Julien Falcioni
- Lucas Nicosia
- Theo Pires
- Jerome Bertrand
- Pauline Laloue
- Francis Laporte
- Ewen Picard
- Lisa Gaudre
- Augustin Grassien
Project Timeline
During a special four‑week sprint I built a complete level dedicated to potion preparation. This involved creating mechanics for grinding ingredients with a pestle, pouring liquids into a cauldron, opening nuts with a mallet and throwing ingredients into the cauldron. I implemented event detection for objects falling into the cauldron to verify that the correct ingredient was added and refactored code to be more generic, enabling new gameplay elements like pouring bottle contents into a bowl or retrieving bowl contents with a cup【116118849289583†screenshot】. At the end of the sprint I developed a visual tool to manage movement platforms in the level, allowing quick selection and visualisation of platform groups for debugging【763987122860827†screenshot】.
In the third sprint I developed a stealth enemy that sneaks around by hiding in bushes at specific locations. I also helped fix pooling issues and other bugs caused by new enemy mechanics being introduced【231928103867335†screenshot】.
I implemented the first gameplay mechanic: a two‑handed slingshot that players can grab with both hands. A crosshair was added to help players aim, since without it they struggled to hit enemies at a distance【147731843787768†screenshot】.
During the first sprint I made the game’s lobby fully functional, allowing players to join sessions and start the experience. I also began research and prototyping for the final photo puzzle featuring a statue of the characters, and corrected numerous bugs related to player disconnections, reconnections and level changes.
At the start of production I joined the team to help set up the core code and resources. I fixed several compatibility issues between the project’s Unreal Engine version and SteamVR to ensure the game ran smoothly.