Heist Extravaganza

Final Master Project

Designers

Jules van Gurp

Coach

Erik van der Spek

Year

2024-2025

Partner

Enversed

Heist Extravaganza explores how to engage co-located spectators in a shared virtual reality (VR) experience through the extensive use of interface asymmetry. Using research-through-design and co-design methodologies, a design framework was developed that defines four categories of interaction for asymmetric VR interfaces: Energetic, Precise, Explorative, and Strategic.

Each interface was designed to emphasize a distinct interaction modality, aiming to create a VR experience that appeals to a broad range of player types. The introduction of asymmetric roles corresponding to these interfaces fosters player interdependence, enhancing social connectedness and engagement within the group.

Furthermore, by providing interfaces that do not rely heavily on traditional gaming controller proficiency, less experienced players can participate meaningfully. This not only improves their sense of competence but also makes them feel essential to the team’s success, contributing to a more inclusive and engaging VR experience.

This exploration resulted in the highly enjoyable AVR game Heist Extravaganza. Four players need to work together to infiltrate “Le Musée des Extravagances” to retrieve a mythical golden apple and safe the world. One VR player has to sneak through the museum as The Fox. The Hacker is provided with a map on which they can strategically make notes. Furthermore, they can take control of the security system and precisely control the camera feeds to guide the Fox through the Museum’s hallways. The Fox carries around a virtual version of the Super Gadget, which is remotely controlled by The Engineer. They need to perform precise and energetic interactions with their trusty gadget to distract guards, unlock doors, and take out the laser security system.  Lastly, The Mastermind (the brains behind the operation), possesses insider information and needs to solve puzzles to lead their team through a successful heist.

This project was successful in creating a highly social VR experience and lays the groundwork for how asymmetry of interface can be utilized in expanding the shared magic circle of play to both the virtual and real world. Two papers describing the design framework and game developed during this project have been accepted for publication at ICEC 2025. I also presented my work at Night of the Nerds Eindhoven 2025.