Inspiration

I wanted to combine the playful nature of Bitmoji with the thrill of a survival shooter. I Imagined a world where your closest digital friends—and even your helpful My AI—suddenly turned on you. I wanted to bring the gaming intensity into the user’s real-world living room, turning their familiar surroundings into a frantic battleground for survival.

What it does

Bitmoji Undead is an immersive AR wave-shooter where players must defend their physical space against "zombified" versions of their Bitmoji friends. -- The Waves : Players face three increasingly difficult waves. As the game progresses, the zombies grow in number and speed, forcing the player to improve their accuracy and reaction time. -- The Movement : Unlike static games, users can physically move or "run away" to gain distance and buy time to reload. -- The Boss : If you survive the horde, you face the ultimate challenge: a Giant My AI Zombie boss.

How we built it

To build this True AR Game I utilized the amazing tools available in the Lens Studio World Mesh & Spawning: I used World Tracking to ensure zombies realistically "stand" on the user's floor, regardless of where they are. Wave Logic: I scripted a custom manager to handle the escalation of difficulty—increasing zombie count and speed attributes with each wave. Bitmoji Integration: Leveraging the Bitmoji Kit to pull in the user's friends and apply "undead" custom animations Generated in the Lens Studio itself Combat Mechanics: Designing the "tap-to-shoot" system

Challenges we ran into

Building it under 4 mb to reach maximum users so they experience the power of true AR gaming.

Accomplishments that we're proud of

Physical Engagement: I’m proud of how the game forces users to move. It’s not just a thumb-tapper; it’s a physical experience that turns the whole room into a game level.

What we learned

This project taught me the importance of Environmental UX. I learned that in World AR, the player's physical movement is a core mechanic

What's next for Bitmoji Undead

I want to implement Depth Sensing and Scene Reconstruction. This would allow zombies to intelligently crawl out from behind actual furniture (like a sofa or desk) rather than just spawning on open floor space, making the "Undead" feel truly integrated into the user's home.

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