👻 Where’s My Boo?
🥇 Grand Prize Winner: Best of Immerse the Bay
Watch our 30-second video here!
A lonely ghost needs your help. She remembers almost nothing… just a few clues about the love she lost. In our mixed-reality AR game, you reunite love in the afterlife.
You’re a Paranormal Matchmaker!
Uncover ghosts in your own room, each with quirky personalities and hints about who they are. Listen closely, compare their stories, and sleuth out who’s the real “boo.”
Be careful: a wrong match can break her little ghost heart 💔.
With custom 3D characters, sound design, and storylines, our AR experience blends directly into your space on Meta Quest 3.
Our Goals
We wanted to explore AR storytelling + romance + mystery. We were intentional about choosing AR as the mechanism: there’s something exciting about seeing things appear in your own space that weren’t there before.
Our game turns your room into part of the narrative, making each ghost discovery feel surprising, immersive, and a little bit magical.
🛠️ How We Built It
All assets, audio, and storylines were made by hand:
- Unity 6 + Meta XR SDK for mixed-reality interactions, such as hand detection and spatial scene rendering.
- Meta Passthrough for blending ghosts into the real environment
- Blender for 3D modeling + textures
- GarageBand for ghost voices + sound effects
Accessibility & Inclusive Design
We designed Where’s My Boo? with younger and neurodivergent audiences in mind. The gameplay intentionally strengthens listening comprehension and character recognition: players learn by paying attention to each ghost’s narrative, personality, identifying patterns and remembering clues at their own pace.
The game uses the OpenDyslexic font for improved readability and features minimal, consistent controls (flashlight in left hand, net in right) to reduce cognitive load. This creates a gentle, low-pressure AR experience where any small room becomes an adventure.
⚠️ Challenges We Ran Into & How We Fixed Them
Passthrough felt glitchy and unnatural → We adjusted rendering settings and refined clipping to make ghosts blend smoothly into the room.
Audio cues were firing at the wrong time → We synced dialogue triggers to character visibility + player proximity.
Spatial anchors and lighting were inconsistent → We recalibrated anchors and added fallback positioning to stabilize ghost placement.
All ghosts talked at once when nearby → We limited dialogue so that only the ghost actively illuminated by the player can speak.
The net caught ghosts too early, breaking the narrative → We gated the catching mechanic so players must hear every ghost’s story first, to practice listening skills.
🏆 Accomplishments We’re Proud Of
- Fully custom characters and assets designed from scratch
- Original audio + personality-driven storytelling
- A consistent aesthetic across characters, sound, and UI
- Strong teamwork across design, modeling, and engineering
- Quick learning (new to XR/Blender) and fast iteration
- Winning the XR hackathon!
What We Learned
- How to use Blender, Unity, and GarageBand for game development
- How to design narrative AR without overwhelming players
- How to make intuitive spatial interactions
- How to rapidly prototype and polish in limited hackathon time
What’s Next for Where’s My Boo?
- Creating additional levels and expanding the storyline
- Voice + AI interactivity so players can talk to ghosts
- Multiplayer mode where players race to find the match first
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