
Trombone Champ: Unflattened
A VR reimagining of the viral rhythm game, expanding its quirky humor into a full campaign, trombone economy, and immersive musical experience.
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problem
The original Trombone Champ became an internet sensation for its chaotic humor and parody of rhythm games. But its success posed a challenge for VR adaptation. We had to create a game that preserves the absuridty, while adding systems depth; make a physical trombone-playing gesture feel musical, while maintaining long-term retention.
solution
Unflattened transforms Trombone Champ into a full VR experience. It is not just a port, but a complete reimagination of the structure and progression of the game. Players embark on a trombone-centric filled journey filled with challenges, unlocks, and customization. The new economy and campaign give players long-term goals while keeping the humor intact.
I was Creative Lead on TCU, responsible for the campaign structure, the progression and economy systems, and overall design direction of the VR-exclusive content. That meant working across game design, UI/UX, and art to make sure everything we built felt like it belonged in the Tromboner universe.
I built the campaign structure from the ground up, transforming each song into a self-contained journey with three distinct challenges. To give players reasons to keep playing beyond high scores, I designed a trombone-based economy that rewarded mastery and collection. Players can earn, unlock, and customize instruments with their own distinct personalities.
Working closely with the art team, I oversaw the creation of more than fifty trombones, each balancing visual flair, rarity and humor. I also guided the UI/UX direction to ensure every interface, from menus to progression screens, felt grounded in 3D space and part of the Tromboner universe.
TCU launched in November of 2024 and was recognized among the Most Innovative Apps in Meta's Best of Quest end of year awards. The game holds a 4.8★ rating on the Meta Quest Store (381 reviews) and an 83 on Metacritic. Since launch, I've continued to lead design and feature development, expanding the game with new content, systems, and rewards that sustain its community and keep the experience evolving.
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