Krinkle Cube Game: A Collaborative Castle Defense Game with Natural Interactions
Goal
Designed a collaborative VR game to explore how natural walking and bare-hand interaction affect immersion, learnability, and multiplayer communication.
Challenge
Turning a mobile/console game into VR required solving UX issues around:
Natural spell-casting gestures
Co-located multiplayer safety
Avatar visibility and expression
Limited physical play space
Approach
Converted the game from a fixed camera to first-person VR
Used natural walking in a tracked space
Used Leap Motion hand tracking for spell gestures
Added avatars so players could see each other
Designed the game for 2+ collaborative players
My Role
Contributed to VR interaction design, natural locomotion design, hand-gesture prototyping, multiplayer UX analysis, and play-testing evaluation.
Key Findings
Tested with 15 visitors during a 2-hour public demo
Typical play session lasted ~5 minutes
Most players learned the gesture after a brief explanation
Only 1 player reported sickness
Players felt immersed when they could walk and use their hands naturally
Main UX issues: gesture discoverability, avatar facial expression, and player safety
Reflection
This project showed that natural interaction can make VR games more intuitive and immersive, but “natural” gestures still need strong onboarding, clear feedback, and safety-aware multiplayer design.



