
VR Spaceship Game
VR Spaceship Game
Unity, C#, Meta XR SDK, Hand Tracking, Meta Quest 3

Overview
Developed as a two-person collaborative project, this playable VR demo was built specifically for the Meta Quest 3. The core experience challenges players to pilot a spaceship through hazardous asteroid fields using entirely controller-free, hand-tracking inputs.
My Role & Core Systems As the lead programmer on the team, I was responsible for engineering the majority of the gameplay architecture, interactive mechanics, and game loop functionality.
Hand-Driven Controls: Implemented and refined the spaceship navigation system, translating real-time hand movements via the Meta XR SDK into smooth, responsive flight controls.
Gameplay Loop & Progression: Built the foundational mechanics including the health and damage systems, dynamic asteroid spawning logic, and seamless level transitions.
Immersive Feedback: Scripted and integrated all visual effects (VFX) and sound effects (SFX) to ensure collisions, taking damage, and level progression felt impactful and satisfying to the player.
Technical Challenge The most significant hurdle was tuning the hand-tracking input to feel precise rather than frustrating. Raw hand-tracking data can often be jittery or unpredictable. I had to heavily iterate on the control logic, applying smoothing algorithms to the spaceship's movement so that dodging high-speed asteroids felt fair, intuitive, and highly responsive without relying on physical controllers.
Overview
Developed as a two-person collaborative project, this playable VR demo was built specifically for the Meta Quest 3. The core experience challenges players to pilot a spaceship through hazardous asteroid fields using entirely controller-free, hand-tracking inputs.
My Role & Core Systems As the lead programmer on the team, I was responsible for engineering the majority of the gameplay architecture, interactive mechanics, and game loop functionality.
Hand-Driven Controls: Implemented and refined the spaceship navigation system, translating real-time hand movements via the Meta XR SDK into smooth, responsive flight controls.
Gameplay Loop & Progression: Built the foundational mechanics including the health and damage systems, dynamic asteroid spawning logic, and seamless level transitions.
Immersive Feedback: Scripted and integrated all visual effects (VFX) and sound effects (SFX) to ensure collisions, taking damage, and level progression felt impactful and satisfying to the player.
Technical Challenge The most significant hurdle was tuning the hand-tracking input to feel precise rather than frustrating. Raw hand-tracking data can often be jittery or unpredictable. I had to heavily iterate on the control logic, applying smoothing algorithms to the spaceship's movement so that dodging high-speed asteroids felt fair, intuitive, and highly responsive without relying on physical controllers.