Where is the arm going!!!??

A VR game where you solve puzzles by detaching your body parts and remotely controlling the severed limbs through motion sensing

Year of Completion:

2025

Awards and Exhibitions

3rd Place of 2025 World Remix XR Hackathon Shanghai

Responsible for:

Core game gameplay design, system design, game development (UNITY, QUEST, PICO), sound effects, conceptual design

Video

Inspiration

Many VR games or applications are essentially just PC and mobile games or applications ported to VR platforms, lacking content that must be experienced on VR devices. Therefore, I want to design from this perspective.

Merleau-Ponty proposed the concept of "embodied cognition" in "Phenomenology of Perception." Merleau-Ponty broke away from the traditional "mind-body dualism," arguing that the body is the subject of cognition. The body is not merely a physical existence; it is the "lived body" through which we interact with the world, and we perceive and understand the world through the actions and sensations of our body. He referred to this as the "body schema," pointing to the fundamental role of the body in cognition and behavior. Through the body, individuals not only perceive the external world but also participate in it through concrete actions.

I believe this is equally true in games, except that the player's body is the game's Avatar, and they understand the game world through this avatar. In VR games, the game's Avatar is closer to a real person, and the experience is closer to the real world. If designed by copy-pasting PC gaming methods, it might make the player's experience too close to both PC games and reality, lacking uniqueness. Therefore, we can try to create experiences that are difficult to achieve in both reality and on PC, based on "embodied cognition." Thus, the core gameplay of this game was born.

Gameplay Design

The core action of the game is dismantling, and the core mechanic is that players can detach their own body parts and throw them to perform actions. For example, you can detach your arm and throw it, then continue to control the severed limb remotely through motion sensing.

System Design:

Player Avatar Design

The avatar is designed as a doll with spherical joints, symbolically implying that it is detachable. On the "narrative level," this allows players to understand the core gameplay of the game.

Game Loop

Component Design:

Objects that require a severed limb to grab in mid-air

A button that requires a precisely thrown severed limb to activate

Doors that require specific conditions to open

Objects that require motion control to operate prosthetic limbs

Keys and Locks

Irregularly flying key

Game Flow


1. The severed hand is placed in a glass box. When the player moves their left hand, the severed hand moves directly, allowing the player to immediately understand the core mechanic.

2. The player needs to grab the severed limb and reach the ceiling button to learn the purpose of the severed limb.

3. The player needs to throw the severed limb into the glass room and use motion control to manipulate the left hand to touch the button.

4. The player needs to throw the severed limb to touch the button.

5. The player needs to throw the severed limb to the center while grabbing the sphere (key) and retracting it to obtain the sphere (key).

6. A comprehensive application of the controls from Level 3 and Level 5, breaking the linear level design, requiring the player to backtrack to find the key.

7. Throw the severed limb or use the severed limb to reach the button.

8. Comprehensively apply the contents of 4 and 5 to grab the moving key (sphere).

Technical Implementation

Character IK

Severed limb gripping logic

Prevent player camera clipping

Mechanism Interaction

Amputated Limb Motion Control

Roadshow and Player Experience

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Other Projects


Where is the arm going!!!??

A VR game where you solve puzzles by detaching your body parts and remotely controlling the severed limbs through motion sensing

Year of Completion:

2025

Awards and Exhibitions

3rd Place of 2025 World Remix XR Hackathon Shanghai

Responsible for:

Core game gameplay design, system design, game development (UNITY, QUEST, PICO), sound effects, conceptual design

Video

Inspiration

Many VR games or applications are essentially just PC and mobile games or applications ported to VR platforms, lacking content that must be experienced on VR devices. Therefore, I want to design from this perspective.

Merleau-Ponty proposed the concept of "embodied cognition" in "Phenomenology of Perception." Merleau-Ponty broke away from the traditional "mind-body dualism," arguing that the body is the subject of cognition. The body is not merely a physical existence; it is the "lived body" through which we interact with the world, and we perceive and understand the world through the actions and sensations of our body. He referred to this as the "body schema," pointing to the fundamental role of the body in cognition and behavior. Through the body, individuals not only perceive the external world but also participate in it through concrete actions.

I believe this is equally true in games, except that the player's body is the game's Avatar, and they understand the game world through this avatar. In VR games, the game's Avatar is closer to a real person, and the experience is closer to the real world. If designed by copy-pasting PC gaming methods, it might make the player's experience too close to both PC games and reality, lacking uniqueness. Therefore, we can try to create experiences that are difficult to achieve in both reality and on PC, based on "embodied cognition." Thus, the core gameplay of this game was born.

Gameplay Design

The core action of the game is dismantling, and the core mechanic is that players can detach their own body parts and throw them to perform actions. For example, you can detach your arm and throw it, then continue to control the severed limb remotely through motion sensing.

System Design:

Player Avatar Design

The avatar is designed as a doll with spherical joints, symbolically implying that it is detachable. On the "narrative level," this allows players to understand the core gameplay of the game.

Game Loop

Component Design:

Objects that require a severed limb to grab in mid-air

A button that requires a precisely thrown severed limb to activate

Doors that require specific conditions to open

Objects that require motion control to operate prosthetic limbs

Keys and Locks

Irregularly flying key

Game Flow


1. The severed hand is placed in a glass box. When the player moves their left hand, the severed hand moves directly, allowing the player to immediately understand the core mechanic.

2. The player needs to grab the severed limb and reach the ceiling button to learn the purpose of the severed limb.

3. The player needs to throw the severed limb into the glass room and use motion control to manipulate the left hand to touch the button.

4. The player needs to throw the severed limb to touch the button.

5. The player needs to throw the severed limb to the center while grabbing the sphere (key) and retracting it to obtain the sphere (key).

6. A comprehensive application of the controls from Level 3 and Level 5, breaking the linear level design, requiring the player to backtrack to find the key.

7. Throw the severed limb or use the severed limb to reach the button.

8. Comprehensively apply the contents of 4 and 5 to grab the moving key (sphere).

Technical Implementation

Character IK

Severed limb gripping logic

Prevent player camera clipping

Mechanism Interaction

Amputated Limb Motion Control

Roadshow and Player Experience

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

Other Projects


Where is the arm going!!!??

A VR game where you solve puzzles by detaching your body parts and remotely controlling the severed limbs through motion sensing

Year of Completion:

2025

Awards and Exhibitions

3rd Place of 2025 World Remix XR Hackathon Shanghai

Responsible for:

Core game gameplay design, system design, game development (UNITY, QUEST, PICO), sound effects, conceptual design

Video

Inspiration

Many VR games or applications are essentially just PC and mobile games or applications ported to VR platforms, lacking content that must be experienced on VR devices. Therefore, I want to design from this perspective.

Merleau-Ponty proposed the concept of "embodied cognition" in "Phenomenology of Perception." Merleau-Ponty broke away from the traditional "mind-body dualism," arguing that the body is the subject of cognition. The body is not merely a physical existence; it is the "lived body" through which we interact with the world, and we perceive and understand the world through the actions and sensations of our body. He referred to this as the "body schema," pointing to the fundamental role of the body in cognition and behavior. Through the body, individuals not only perceive the external world but also participate in it through concrete actions.

I believe this is equally true in games, except that the player's body is the game's Avatar, and they understand the game world through this avatar. In VR games, the game's Avatar is closer to a real person, and the experience is closer to the real world. If designed by copy-pasting PC gaming methods, it might make the player's experience too close to both PC games and reality, lacking uniqueness. Therefore, we can try to create experiences that are difficult to achieve in both reality and on PC, based on "embodied cognition." Thus, the core gameplay of this game was born.

Gameplay Design

The core action of the game is dismantling, and the core mechanic is that players can detach their own body parts and throw them to perform actions. For example, you can detach your arm and throw it, then continue to control the severed limb remotely through motion sensing.

System Design:

Player Avatar Design

The avatar is designed as a doll with spherical joints, symbolically implying that it is detachable. On the "narrative level," this allows players to understand the core gameplay of the game.

Game Loop

Component Design:

Objects that require a severed limb to grab in mid-air

A button that requires a precisely thrown severed limb to activate

Doors that require specific conditions to open

Objects that require motion control to operate prosthetic limbs

Keys and Locks

Irregularly flying key

Game Flow


1. The severed hand is placed in a glass box. When the player moves their left hand, the severed hand moves directly, allowing the player to immediately understand the core mechanic.

2. The player needs to grab the severed limb and reach the ceiling button to learn the purpose of the severed limb.

3. The player needs to throw the severed limb into the glass room and use motion control to manipulate the left hand to touch the button.

4. The player needs to throw the severed limb to touch the button.

5. The player needs to throw the severed limb to the center while grabbing the sphere (key) and retracting it to obtain the sphere (key).

6. A comprehensive application of the controls from Level 3 and Level 5, breaking the linear level design, requiring the player to backtrack to find the key.

7. Throw the severed limb or use the severed limb to reach the button.

8. Comprehensively apply the contents of 4 and 5 to grab the moving key (sphere).

Technical Implementation

Character IK

Severed limb gripping logic

Prevent player camera clipping

Mechanism Interaction

Amputated Limb Motion Control

Roadshow and Player Experience

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

Other Projects

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