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CASE 06 / XR & interaction

Bubmarine.

A whole ocean of interactions.

Underwater VR with custom physics, varied input devices and tools for building interactive scenarios.

MY ROLE
Architect, Game Logic Developer & Team Lead
CONTEXT
Blue Goji · Underwater VR adventure
TOOLKIT
Unity · HTC Vive · Oculus Rift · Input systems
Bubmarine product imageryXR & interaction
Bubmarine trailer still. Product by Blue Goji.

01 / THE CHALLENGE

What needed to work.

Bring an animated underwater world to VR while supporting different input devices and giving designers control over interactive scenarios.

02 / THE ENGINEERING

Where I made a difference.

01

Unify how players interact

Built a custom input system supporting VR controllers alongside other input devices, including gamepads and custom controllers.

02

Design for a busy world

Implemented core mechanics and custom physics, with performance work for large numbers of animated objects.

03

Give scenarios their own tools

Created designer-facing tools for scenario implementation, connecting technical systems to the experience players encounter.

03 / THE RESULT

From systems to experience.

An underwater adventure combining interaction engineering, simulation, animation performance and content-authoring tools.

KEEP EXPLORING / CASE 01nambli

NEXT / LET’S BUILD SOMETHING

Have a complex idea?
Let’s make it work.