I was inspired by the idea of bringing physical motion back into gaming. In a world where most interaction happens through screens and static controls, I wanted to create something that encourages real movement. I was also struck by how expensive motion tracking equipment can be, and I set out to build an affordable, functional alternative that doesn’t sacrifice interactivity.
V-Nova is a motion-controlled game where the player uses a real punch to destroy virtual targets. By wearing a sensor built with an ESP32 and MPU6050, the player controls a 3D hand in Unity. The hand rotates, stretches, and responds to movement and acceleration. A powerful, clutched punch in the right direction destroys the targets in-game, creating a satisfying connection between real and virtual motion.
I built the hardware using basic components and connected it to Unity through serial communication. I wrote scripts in C# to handle rotation, clutch detection, punch thresholds, and feedback visuals. Everything was done with low-cost tools to show that immersive, responsive interaction can be built without expensive gear.
The biggest challenge SOLDIERING. I have soldiered before, but it is a very tricky process and I even got a burn. 1) Fimbel lab closes early on weekends and I asked for 24/7 permission from staff etc., but they were unable to give me one. 2) Soldiering inside a building will cause a FIRE ALARM. And is a safety hazard. 3) Other labs for soldiering are only open for certain people. Unfortunately this was very inaccessible and caused me to make only one tool while Fimbel was open, otherwise I did have more MPU 6050 to maybe make a more complicated motion planning. Second biggest challenge overall accesing this tools because I had to get uber for Walmart to buy little things like jumping wires that I did not have or double tape. Also I bought a cable for Arduino but it turned out to be only charging cable so I had to land one from Library (running before they closed under a pouring Saturdayrain) It was a fun experience though, teaching me how tricky hardware can be especially under 24 hours. Another challenges were translating physical motion into clean, accurate game input. Serial data could be inconsistent, calibration took time, and Unity physics often behaved unpredictably. I had to fine-tune both hardware and software to make the experience feel smooth and intuitive.
I’m proud that I created a working prototype from scratch that feels meaningful to play. Seeing real motion affect virtual space in real time is incredibly rewarding.
Through this project, I learned how to bridge hardware and software inside a game engine, how to interpret and smooth live sensor data, and how to design around physical feedback. It pushed me to think both as an engineer and as a player.
Next, I plan to expand V-Nova by adding VR support, multiplayer features, and more accessibility options. I want this to grow into a platform that supports not only fun, but also inclusion and movement.
V-Nova stands for Affordability, Accessibility, and Activity. It is affordable because it is built from low-cost parts. It is accessible because it creates new opportunities for people who may struggle with traditional controls. And it promotes physical activity by encouraging real-world movement. I believe motion-based interaction should be for everyone. This is just the beginning.
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