
MASKMAKER – META QUEST 2



Découvrez Maskmaker, maintennt porté sur Meta Quest 2 !
“At the heart of a mysterious, never-before-seen universe created by Innerspace VR, developers of the critically acclaimed A Fisherman's Tale, take on the role of an apprentice craftsman and learn the magic of mask-making as you plunge into the discovery of enigmatic, intriguing beings. From mask to mask and riddle to riddle, progress through the “kingdom of masks”. Go in search of the one who seems to rule it, a certain Prospero, and try to unravel the secret of his true identity.”
Maskmaker is a captivating virtual reality adventure rich in mystery, where wonder awaits you at every turn.
“Will you become... the Master of Masks?"”






Case study
The project
Porting the game Maskmaker on Meta Quest 2, originally created for PC VR and Playstation VR (PS4), for standalone VR platforms, creating a whole new game mode and small features, as well as carrying over all the new elements to the PC version.
Challenge
Porting a pc VR game for Meta Quest 2 is a challenge in itself, given the strong technical constraints of these autonomous headsets: low computing power, non-functional technical elements, the need for constant fluidity throughout the game, etc...
Our aim was to make this port a technical success, while respecting the original work and the creative vision of Bathazar Auxietre, the game's Creative Director.
All within budget and on schedule.
Incarna Studios' work
For the porting of Maskmaker, the art, programming and game design departments worked hand in hand to bring this project to fruition.
We began with an in-depth analysis of the source code and graphic elements, followed by an R&D phase to identify the most appropriate technical solutions.
The artistic team focused on :
- Optimization and creation of 3D models, shaders, FX and materials
- Scene reworking to reduce draw calls.
- The creation of new elements for the new game mode
- The lighting redesign to adapt to technical constraints while respecting the original creative vision.
The programming team took charge of several key aspects, including:
- The creation of the new game mode
- Optimizing development tools and code
- Integrating artistic elements
- Adding new languages
- A global polish to fix bugs and improve game stability
Finally, the Game Design team worked on :
- Integrating new languages throughout the game
- Definition of game design rules and level design for the new mode
- The addition of new tutorial panels to make gameplay easier to understand





