Virtual Reality Game with Hand Tracking

Client:
Personal
Scope:
Game
Year:
Fall 2024 - Spring 2025
OVERVIEW
For my junior year of university, I chose to do a virtual reality game about rock paper scissors because I wanted to take a game that everyone knew how to play, and twisted it into a real time combat game. Rock Paper Blitzkrieg has players summoning attacks using the same hand gestures you would use in real life. Spinning the classic game of rock paper scissors required me rethink how it would fit into the framework of virtual reality, with its limitations and affordances. In the game, enemies will swarm your position, each wielding a choice from the classic RPS triangle. You must respond back with the effective choice to dispatch them. Juggling the onslaught from these different types of enemies can overwhelm a player quickly, so you have to be on your toes to survive.


This was my first ever experience developing with virtual reality on a Quest 3. Adding hand tracking on top of that did not help at all either. Using hand tracking drew up boundaries quickly for my game, because if player's attacks were initiated through hand gestures, locomotion was pretty much out the window. Centering the game around my player, similar to games like SuperHot, I could have the player completely focus on the hand gestures and not have to juggle learning movement as well. Hand tracking was the right choice for immersing the player within the game, never having them break that focus of fighting off waves of enemies. This was my first time also 3D modeling, recording and mixing audio, and generally building up a game from scratch using only assets I made. What I did at a broad glance is:
C# Scripting and Gameplay Design in Unity
3D Modeling using Blender; Texturing in Substance Painter 3D
Sound Recording, Mixing, and Implementation using Audacity
Creation of Custom Hand Gestures using OpenXR's Custom Gestures
