Hooplord is an immersive boss-battle & basketball hybrid game with polished spatial interactions and proprioceptive gameplay mechanics.
Tools: C#, Unity, OpenVR/SteamVR, VRTK ︎ Prototyped and implemented an innovative throwing algorithm that powers the easy-to-learn, fun-to-master core gameplay loop, which auto-adjusts for players of all heights and wingspans:
When I first started this project, the industry-standard VR throwing implementation was awkward, uncomfortable, and frustrating for users.
I designed and built out a series of prototypes with the sole goal of discovering a throwing interaction that felt great and was fun to use.
Once I created and thoroughly user-tested a throwing interaction I was proud of, I felt compelled to craft an entire experience showcasing it. This eventually blossomed into Hooplord.
︎ Built a custom-made locomotion system that induces self-haptic feedback during movement-based user gestures
As development progressed, it quickly became apparent that the two standard methods of locomotion at the time, Smooth and Ray-Teleportation, would not fit the fast-paced and visceral feel that was necessary for the game.
I designed and built several prototypes in search of something dynamic and satisfying, specifically tailored for Hooplord.
Playing off of the basketball theme, I eventually devised a perimeter platform-based locomotion solution that emulated the catch-and-shoot and step-back mechanics from basketball, allowing players to dodge enemy projectiles and juke defenders for open shots.