Machine Hunter
2017 · 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.
OverviewTHE PROJECT
A VR arena built around the feel of a bow.
- For
- VR players using tracked hand controllers.
- Outcome
- An arena game with bow-and-arrow interaction and waves of targets, presented 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.
Machine Hunter gave us a focused interaction to work on. The player reaches for an arrow, draws the bow, and releases it towards an incoming machine. The game depends on how those movements connect to the response in the headset.
For me, it was a chance to work on the physical side of game controls. Mixed-reality capture also let people watching the game see what the player was doing with their hands.
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