Gesture Bindings

A way to reliably cast World of Warcraft or Final Fantasy or any other spells with your own hands.

Gestures are critical for VR games:

VR is the only platform where it’s YOU casting the spell or slicing the enemy, rather than a character on a screen.

This visceral feeling is one of the main reasons anyone would ever put on a big, inconvenient headset to play games.

So, if we want VR games to genuinely compete, we need a reliable way to track the player’s gestures.

But that’s hard because everyone does even the simplest motion very differently:

By the end of a 20cm punch, your hand can be more than 40cm and 60 degrees off from someone else's punch. It's absurd.

This huge variance means that even the fanciest gesture recognition algorithms will keep misreading what you’re trying to do.

And that gets insanely frustrating — imagine trying to play World of Warcraft or League of Legends when your buttons don’t work 30% of the time.

So, after a lot of iterations, here’s what’s finally started to work in my user tests:

1. Show players exactly what motion to do in advance

So that learning gestures is easy and it doesn’t feel like you're trying to discover some secret procedure to please the algorithm god

2. Let players quickly customize gestures with zero UI clicks

Because no default gesture will ever work for everyone, but very few will bother to customize anything if it requires navigating menus in VR

3. Automatically adjust gestures based on the player’s earlier attempts

Since players will inevitably make mistakes when manually customizing and some won’t be bothered to manually customize even if it’s easy

V3

V2

V1

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Melee Combat System for VR