[PROJECT FILE] Gamedust / Unity / VR game jam

CarIsHand Prototype

A VR endless-driving prototype where the position of the player’s hand guides a car across a procedurally assembled road.

FOCUS
Game Jam Developer
LATEST CONTRIBUTION
TECHNOLOGIES
Unity / C# / VR interaction
PROJECT INDEX
10 / 10
VR Endless Scroller Gameplay Prototype — video preview
VR Endless Scroller Gameplay PrototypeWatch on YouTube ↗

[01] Project overview

Turning hand position into the steering wheel.

CarIsHand Prototype is an internal Gamedust game-jam experiment: an endless driving game in which the player guides a small car by moving their hand over the road.

I developed the Unity prototype from June to August 2021 alongside a 3D artist. My work covered the core hand-controlled driving interaction, the endless road and obstacle loop, timed gameplay, and the audiovisual feedback that makes the vehicle feel connected to the player.

The supplied gameplay recording is the project’s only public visual. It shows the hand-guided car, the moving road, obstacles, timer, and distance readout in play.

[02] Technical deep dive

// UNDER THE HOOD

A tracked hand, a moving road, and a repeatable game loop.

The interaction starts from a tracked hand transform and a road-proximity check. When the active hand is over the road, its position updates the car’s target track position; the vehicle smooths toward that target, turns its wheels, and reacts when the hand leaves the surface. I also connected controller selection and haptic pulses to the interaction state.

The course is assembled from reusable road chunks. The runtime moves active chunks past the player, returns old sections to pools, and chooses weighted replacement chunks while respecting vertical road limits. Configurable props and obstacle variants keep repeated sections from looking identical.

The game loop combines a countdown, travelled distance, time-extending collectables, obstacle penalties, and feedback. I connected vehicle state and gameplay events to FMOD parameters, collision and attachment effects, and particle feedback.

FRAME / DATA FLOW
  1. 01Tracked-hand input
  2. 02Road proximity & car target
  3. 03Pooled course chunks
  4. 04Timer, obstacles & feedback
INPUT → PROCESS → RENDER

[03] Tech stack & skills

Tools and disciplines behind the project.

[04] Personal contribution

// 01

Hand-controlled vehicle interaction

Developed the tracked-hand road interaction that guides the car. Implemented road detection, attachment and detachment states, bounded steering input, controller selection, and haptic response.

  • Unity
  • C#
  • VR interaction
  • Hand-controlled input
  • XR Interaction Toolkit
  • Haptics & feedback
// 02

Vehicle movement & responsiveness

Built the car-control behavior that follows the tracked target, updates steering and wheel presentation, adapts movement to road speed, and responds to collision and loss of road contact.

  • Vehicle controls
  • Motion smoothing
  • Coordinate spaces
  • Gameplay feedback
// 03

Endless-road generation

Created the reusable road-chunk flow: weighted selection, snap-based placement, elevation constraints, despawning, pooling, and randomized props and obstacle variants.

  • Procedural generation
  • Object pooling
  • Prefab workflows
  • Randomized content
  • Level assembly
// 04

Gameplay loop & progression

Implemented the timed run, distance tracking, time collectables, obstacle penalties, start and reset flow, and the connection between game state and player-facing timer feedback.

  • Gameplay programming
  • Timer systems
  • Collectables
  • Collision systems
  • Game-state flow
// 05

Audio, particles & tactile feedback

Integrated FMOD-driven vehicle and gameplay feedback, including speed-linked parameters, engine and collision sounds, attachment effects, particles, and controller haptics.

  • FMOD
  • Interactive audio
  • Particle effects
  • Haptics
  • Audiovisual feedback

[05] Project links & references