Project
Relic Hunter
First-person fantasy VR game experience using the Unity XR system with full hand tracking support.
The game is built around immersive spellcasting and environmental exploration, placing the player inside a mysterious, ancient cave filled with relics, secrets, and magical powers. The gameplay unfolds along a constantly moving path, designed to guide the player forward while maintaining a strong sense of presence and progression. As the player advances, they must search for and uncover ancient relics, which act as the core progression system of the game. Each relic unlocks new abilities, expanding the player’s magical repertoire and encouraging experimentation with different interaction styles.
At the heart of the experience lies a gesture-based power system entirely driven by hand tracking. Spells are not activated through traditional buttons, but through a combination of hand poses, arm movements, and dynamic gestures interpreted by a custom recognition system. This approach allows the game to support multiple spell types with distinct behaviors and physical intentions, reinforcing embodiment and immersion within the virtual space.
The available abilities range from fast, continuous magic projectiles triggered through rhythmic hand motion, to slower but more powerful light-based attacks that require careful aiming and timing. The player can also physically interact with enemies using a telekinetic grab gesture, as well as engage in close-range combat through a fire-infused melee attack that transforms the player’s fist into a powerful magical weapon.
This interaction system emphasizes physical expressiveness, allowing spells to feel like natural extensions of the player’s body rather than abstract inputs. Different gestures are intentionally mapped to varying levels of intensity and commitment, creating a clear distinction between fast, reactive actions and slower, high-impact abilities, and reinforcing a sense of agency and control.
Special care has been taken to address motion sickness, a critical aspect of VR design. Movement, camera behavior, and environmental flow are structured to minimize discomfort by relying on controlled forward motion, stable visual references, and interaction-driven engagement rather than abrupt or disorienting locomotion. This ensures a comfortable experience while preserving a sense of momentum and discovery.
Visually and thematically, the game is set within an ancient underground cavern designed to evoke mystery, fantasy, and exploration. The environment supports the core mechanics by providing spatial clarity for hand-based interactions while reinforcing the narrative tone of relic hunting and arcane mastery.
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