What is Skate Head?
We wanted to make a game that was fun and accessible. So we decided on a fully handsfree game, where the players head is used to control speed and turning of Bob the skater by using OpenCV and MediaPipe to track pitch, yaw, and roll of the players head. However, unfortunately although we did implement the head tracking and the output of the yaw, pitch, and roll we had a hard time implementing it inside of Godot our game engine. That was a big learning step for us, going through godot taught us many techniques about what strategy to use to send signals around nodes in Godot.
Our other features
Our second biggest feature was voice-controlled tricks; one of our team members created all the assets and animation to show the cool tricks like the kickflip and ollie. Another team member decided to use ElevenLabs to get speech-to-text input for what tricks the player would like to use. This was implemented by having Godot record audio clips between two low decibel points and then having a Python server read and call the ElevenLabs API to get a string back of words that the player said. From then on the string was sent back to Godot as a JSON to be parsed and then using signals and singletons in Godot, we were able to turn that into an action in the game. Some issues and challenges we had here were the signal system in Godot; we were using a fairly new version of Godot so documentation was not up to par. So a lot of experimentation went into trying to get this thing working, which we did in the end!
What is the future for Skate Head?
The future for Skate Head is full of wonder; we plan on continuing this project not just for passion but to bring a more accessible gaming environment to people. We learned from the tools we used and we plan on further improving on them to truly make a difference with accessibility in gaming.

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