Our Inspiration were games like Crypt of the Necrodancer, which feel rhythmic to play with a striking contrast between the Situation and Gameplay

What it does

We wanted to get the player into a flow and rhythm using simple and Natural movements, like you would when hearing a song to control the game and move to the beat. The goal is to deliver packages through the right portals as a 'Wizard' in their part-time job.

How we built it

We built it using the Meta Hand Pose Detector to know when the player wants to swipe, along with the Gesture Recognition of the Middle Finger Touching the Thumb for detecting the 'Snap' input.

We also leveraged the Mixed Reality Utility Kit to generate an collisions for the Room so that effects can bounce around it and help ground the experience.

We also made use of Stencils to get a Portal effect in the middle of the room that the Packages disappear behind.

Challenges we ran into

Mainly on the Documentation and Rendering side. Documentation and examples were somewhat scarce for Unreal, especially for the Hand Poses, where even the Hand Pose Studio example for generating them would not work.

Accomplishments that we're proud of

Proud of actually finishing on time, along with the seamlessness of the interactions we were able to achieve.

What we learned

A lot, especially around the challenges of developing for Mixed Reality.

What's next for HYPE-R CUBE

Hopefully refining the Core Concept and expanding on the Systems we've built. Especially making it feel more grounded in the Player's Environment.

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