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Not My Tempo: VR/MR Rhythm Drum Game
A VR/MR rhythm drum prototype created for Salford Game Jam, using Unity, Meta Quest, passthrough, hand tracking, and controller input to create an interactive music-based experience.
Mission Brief
Project Breakdown
1 Problem
The challenge was to create a playable prototype based on the theme of music and dance. We wanted to build something that felt physical, simple to understand, and suited to VR. A drum-based rhythm game was a strong fit because players could use their hands or controllers to interact naturally with the music.
2 Your Role
I worked as the game developer and XR programmer. My role focused on Unity development, VR interaction, drum-hit detection, Meta Quest setup, passthrough support, and making the prototype playable with both controllers and hand tracking.
3 Tech Stack
Primary stack and delivery surface used in this build.
4 Challenges
The biggest challenge was making the drum interaction feel responsive. Rhythm games rely heavily on timing and feedback, so the core interaction had to feel clear and playable. Because it was a game-jam project, we had to keep the scope focused and prioritise the main XR interaction instead of adding unnecessary extra features.
5 Outcome
We created a playable VR/MR rhythm drum prototype for the game jam. The project demonstrates my ability to build XR gameplay systems, work with Meta Quest features, and create an interactive prototype under time pressure.
6 What You Learned
This project helped me improve my understanding of Meta Quest development, hand tracking, controller-based VR input, passthrough mixed reality, and fast XR prototyping in Unity.
Development Squad
In-Engine Captures