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Prototype snapshot · VR rhythm study

VR Rhythm Prototype

A motion-controlled rhythm experiment that turns an original song into a sequence of timed, directional targets inside a neon VR environment.

First-person VR Rhythm Prototype view with two glowing sabers and a line of directional targets.
Role
Unity Developer
Status
Gameplay prototype
Technology
Unity · C# · VR
Collaboration
Original song

Overview

Turning a song into physical interaction

This prototype began after a close friend created an original song. Because we both enjoyed Beat Saber, I used the track as the foundation for a small VR level inspired by its motion-controlled rhythm gameplay.

The project focused on the connection between audio timing and physical action: targets approach the player in sequence, directional markers communicate the intended strike, and tracked sabers turn listening into movement.

Interaction loop

See the beat before it arrives

The prototype uses anticipation, direction, timing, and immediate visual feedback to make each musical cue playable.

01

Read the sequence

Approaching targets give the player time to recognize the next movement.

02

Follow the direction

Markers communicate the intended strike direction before the target reaches the player.

03

Swing on the beat

Tracked VR sabers convert controller movement into the central physical action.

04

Continue the pattern

The target sequence carries the player through the structure and pacing of the song.

Development focus

Coordinating audio, motion, and feedback

The project reduced the genre to a single prototype level so I could concentrate on making musical timing readable inside VR.

Rhythm mapping

I arranged target timing around an existing song, treating the track as both content and the structure of the level.

Motion-controlled input

VR controllers allow the player’s physical swings to become the primary form of interaction.

Audiovisual clarity

High-contrast targets, directional markers, and neon sabers help the player read actions quickly while listening to the music.

Takeaway

Timing is part of the controls

The prototype showed me that rhythm gameplay depends on more than spawning objects alongside music. Travel time, visual anticipation, directional communication, and controller movement all have to align for a strike to feel connected to the track.

It also expanded my VR experience beyond tabletop object interaction by focusing on faster full-arm motion and audiovisual responsiveness.