Inspiration

I wanted to build an experience that tackles the common flaws of VR—motion sickness and clunky controllers—by focusing entirely on natural, bare-hand interactions. Inspired by psychological thrillers and the tactile beauty of spatial computing, I set out to create something intimate, seated-optimized, and deeply immersive.

What it does

MindWeave: The Memory Architect is a seated, hands-first psychological puzzle-thriller where I step inside fractured, dreamlike memories to repair them. Using bare-hand pinch, grab, and mesh-stretching gestures, I manipulate floating memory shards alongside an advanced, responsive AI companion.

How I built it

I built it using Unity and the Meta XR SDKs, designing custom hand-tracking collision layers and mesh-deformation shaders. I integrated a 3D spatial audio soundscape, dynamic ambient music, and secure encrypted local state management to ensure a polished standalone experience on Meta Quest hardware.

Challenges I ran into

Calibrating the hand-tracking thresholds to make precise "weaving" and pinching feel responsive without hand fatigue was tough. I also had to carefully optimize the custom shaders and particle effects to maintain a buttery 90fps frame rate while seated in a stationary two-foot radius.

Accomplishments that I'm proud of

I successfully implemented zero-controller, end-to-end bare-hand interaction that feels magical rather than glitchy. I also crafted a seamless 30-second opening hook and integrated an agentic AI companion that elevates the narrative.

What I learned

I gained deep insight into spatial UX design, constraint-based VR development for standalone hardware, and how to optimize hand-tracking collision states for high-immersion puzzle mechanics.

What's next for MindWeave: The Memory Architect

I plan to expand the narrative with multiple character memory chapters, deepen the agentic AI's contextual puzzle-solving capabilities, and add more complex mesh-deformation puzzles.

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