Project

Relic Hunter

First-person fantasy VR experience built in Unity, focused on hand tracking, gesture recognition, and immersive spellcasting.

Relic Hunter is a VR gameplay experience centered around natural interaction and embodied magic. The player explores an ancient cave, discovers relics, and progressively unlocks new magical abilities through a hand-tracked interaction system designed to make spells feel physical and intuitive.

My Contributions

  • Designed and implemented a gesture-based spellcasting system fully driven by hand tracking
  • Developed custom gesture recognition logic based on hand poses, motion patterns, and arm movement
  • Implemented multiple spell archetypes with different interaction rhythms and physical commitment
  • Developed telekinetic interaction and close-range hand-based combat systems
  • Structured gameplay progression around relic discovery and ability unlocking
  • Designed the experience flow to support immersion while minimizing VR discomfort

VR Interaction Systems

The core interaction model replaces traditional button inputs with physically performed actions. Spells are activated through hand poses, movement patterns, directional gestures, and grab-based interactions, allowing the player to cast magic in a way that feels directly connected to body movement.

Different abilities were intentionally mapped to different levels of intensity and precision, creating a distinction between reactive attacks, controlled aiming, telekinetic manipulation, and close-range combat.

Comfort & Experience Design

Since VR comfort was a core design constraint, the experience was structured around controlled forward motion, stable camera behavior, readable environmental landmarks, and interaction-driven engagement rather than free locomotion. These choices were made to reduce motion sickness while maintaining immersion and momentum.

Progression & Setting

The player progresses through an ancient cave environment where relics act as the main progression system, unlocking new magical interactions and reinforcing a sense of discovery, experimentation, and mastery. The environment was designed to support both spatial clarity for VR interaction and a fantasy tone built around exploration and arcane power.

Unity C# Unity XR Interaction Toolkit Hand Tracking Gesture Recognition VR Interaction Systems VR Comfort Physics-based Interaction First-Person VR
Role Gameplay Programmer / VR Interaction Systems
Period 2024 - 2025
Platform PC VR

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