2017 Case file
Machine Hunter
Released VR game
A VR archery game we built at GreyKernel in 2017, using tracked hand movements to draw a bow and shoot targets in an arena.
On this page
OverviewTHE PROJECT
A VR arena built around the feel of a bow.
- For
- VR players using tracked hand controllers.
- Outcome
- A released VR game, shown through gameplay and mixed-reality footage.
The experienceIN USE
Reach for an arrow, draw the bow, and aim at an incoming target.
- My contribution
- I led product and technology direction at GreyKernel, working with the team on the interaction and real-time implementation.
Technical detailsBUILD CHOICES
How it works.
- System
- Tracked hand movement drives the virtual bow. Target waves and health feedback give the player a reason to move and aim within the arena.
- Key decisions
- Centre the game on drawing and releasing a bow, an action the player can understand through movement.
- Use a contained arena and waves of targets to keep the player focused on aiming and responding to threats.
- Constraints
- Hand movement, the virtual bow, and the response to a shot need to feel connected inside the headset.
Looking backPROJECT NOTES
Notes from the project.
- Mixed-reality footage shows the player’s physical movements alongside the virtual arena, making the interaction easier to follow outside the headset.
The whole game rests on drawing a bow and releasing an arrow at incoming machines. That gave the team one interaction to focus on, and gave me a chance to work on the physical side of game controls, where the player’s own hand movement is the input.
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