Arm tracking in VR

Experimenting with interacting in VR, using a head-mounted Leap to track hands.



Today is the launch of the Oculus Rift!  I'm proud to have been a part of the Seattle team that made some of its launch content.  After working on ToyBox for the Touch controllers, we spent the next few months working on Farlands.  If you were fortunate enough to grab a pre-order of the first shipment, download Farlands and explore alien worlds in VR!

Read all about it!




Sit in a virtual Tesla and customize it to your liking!  I was curious how it would feel to option out a car interior in VR, so I gave it a try (backseat not included).  If you have a Rift, you can download the executable here.


Lift off!

Over the summer I was asked to make a VR experience about a SpaceX rocket landing.  Originally the request was something involving their Falcon rocket.  It grew and evolved into Liftoff VR!  Watching through a Cardboard viewer, you follow a Falcon Heavy rocket on its way to space and try to land it on a floating barge.  The project was made in Unity, and the audio is from NASA's sound archive.


Toybox Avatar

To demo the Oculus Touch controllers, the team at Oculus Seattle created the hands-on interactive experience Toybox.  In it, users can interact with a second networked partner and play with toys in a virtual sandbox.  A head and hands were created to represent the avatars in VR to great effect.  Of the visual effects I worked on for Toybox, the shader required some of the most attention.  In addition to a depth prepass to sort the translucent material, it has a non-post process glow for improved performance.  One of the toys was a laser gun, so when users shoot each other there's also an impact effect that distorts the head.  (Hand and head model by Giovanni Nakpil, animations by Geoff Hemphill)