Kendo VR
Roles:
Designer, Developer
Software:
Unreal Engine 4, Blender
Timeline:
Feb 2021 — Dec 2022
Additional Context:
Worked solo to flesh out an initial concept developed for Logic Grip’s AxeOne peripheral for Meta Quest 2
Kendo VR is an immersive virtual reality experience centered around kendo, a Japanese martial art. It features exercises called suburi, meaning “empty cut,” with a reactive scoreboard that offers written feedback to help users improve technique. During play, users select the kind of suburi they want to practice, and they receive feedback scores and reactive advice for improvement after each empty cut.
Though playable on standard desktop Meta and SteamVR platforms with standard controllers, the ideal experience is achieved by attaching a Vive Tracker to an actual shinai (bamboo practice sword). This allows players to perform the exercises with true-to-life weighting and balance, developing important muscle memory as they practice.
I was the primary developer on this project. I was responsible for designing and implementing a system for analyzing the form of player swings and critiquing technique, implementing inverse kinematics for the arm visualizations, ensuring cross-platform compatibility, beautifying the scene, overseeing play-testing, recording and acting on user feedback, modifying 3D models and materials, etc.