HOOPLORD
PC VR
[AUGUST 2018 - MAY 2020]
“What do you get if you cross Space Jam
with Shadow of the Colossus?
You get Hooplord.”
UploadVR
“Passionately created to offer
gamers a fun experience.”
VRFocus ︎ SteamVR
︎ Viveport
Hooplord is an immersive boss-battle & basketball hybrid game with polished spatial interactions and proprioceptive gameplay mechanics.
![](https://freight.cargo.site/t/original/i/8d3bc33d428b17690090954db3896fa2eb959290614fa752ebdb9488bcdffda4/HooplordOculus_SSFlowers.png)
![](https://freight.cargo.site/t/original/i/4ef84dd989811019a5c54e9f18b7711abf3399b00f295ddf26e293df1148cfb4/HooplordOculus_SSObstacles.png)
![](https://freight.cargo.site/t/original/i/f193285444c70b9f0cfa87a86c83f7792666b2e2b77a37b7e2934e280b5773c1/HooplordOculus_SSFlamethrower.png)
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:
github.com/WuchiOnline/ThrowAssist
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
![](https://freight.cargo.site/t/original/i/948552d0d28597ddbb63502204284822f99c144c979a95b12997ff31f08d6138/HooplordThrow2CompressedV2.gif)
![](https://freight.cargo.site/t/original/i/0f76abb844183e361ad556c39754fcdc9684c3eba4beced5b190fa6fd5ada28a/FlamethrowerCompressed.gif)
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.
![](https://freight.cargo.site/t/original/i/7d73ca3319cc438e7d89572ecd08251a109123aedb72f37f95b5e5b3297d761c/stepback.gif)
![](https://freight.cargo.site/t/original/i/c851df4414421c65b1b8e93242160e4ebd022cfac675856176f3d92e85f72965/HooplordDemoNight_EricWu.jpg)