Hand-tracked VR · Leap Motion
Project Umbra
Thirteen people, ten weeks, and an input method none of us had shipped before. I directed the team to a playable prototype while leading the Leap Motion hand-tracking work and designing the interface around it.
- My role
- Producer · Leap Motion Lead
- Team
- 13
- Input
- Leap Motion hand tracking
- Duration
- 10 weeks
The problem
A thirteen-person team, a fixed ten-week academic deadline, and hand tracking as the core interaction — an input method with no established conventions to borrow from. Nobody could point at an existing game and say "like that."
What I did
I ran production across the largest team I had led to that point, and took the Leap Motion work myself because it was the highest-risk unknown on the schedule. That meant experimenting with what hands could reliably do, then designing the entire UI, icon set, and menu system around the gestures that actually survived testing.
Outcome
Delivered a playable VR prototype inside the ten-week deadline, with a complete interface built specifically for hand tracking rather than adapted from controller conventions.
Mine
- Production and scheduling across thirteen people
- Leap Motion hand-tracking experimentation
- Full UI, icon set, and menu system
- Cross-discipline coordination
Not mine
- Engineering
- Environment art
- Audio
- Team size directed
- 13
- To playable prototype
- 10 weeks
