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.