Full-Body Avatar IK
I implemented full-body avatar behavior using IK for foot placement and controller-driven positioning, helping the player feel grounded in first-person VR combat.
VR combat, IK, and physics interaction case study
A first-person VR boxing/wrestling game built in 7 days by a 4-person team, centered on physical punches, grabs, uppercuts, and responsive enemy feedback.
Mascot Wrestling shows team-based VR gameplay delivery. The goal was to make close-range combat feel legible and satisfying: punches needed to connect, enemy reactions needed to read clearly, and the player's body/avatar relationship needed to support the fantasy without breaking immersion.
I served as primary gameplay programmer, delivering core combat, interactions, IK systems, enemy feedback, and helping close the game loop while collaborating with another programmer, designers, and an artist.
I implemented full-body avatar behavior using IK for foot placement and controller-driven positioning, helping the player feel grounded in first-person VR combat.
I built hit detection, force calculation, and ragdoll knockback so strikes produced readable physical feedback instead of simple damage numbers.
I designed the damage-triggered mechanic where the enemy exposes a glowing mushroom and the player must grab and uppercut it to launch the enemy. This turned a combat state change into a physical VR action.
I added enemy VR interactions and effects to make strikes, grabs, vulnerability, and state transitions easier to read during fast motion.
Mascot Wrestling demonstrates my ability to build tactile VR combat in a collaborative jam environment: physical interactions, body systems, feedback, and loop closure under a short deadline.