top of page

Swords and Dummies Slides

Swords and Dummies paper

Swords and Dummies is a virtual reality melee training experience developed in Unreal Engine that combines interactive sword combat mechanics with gameplay systems focused on player dexterity, timing, and spatial awareness.

The project was designed around a VR sparring system where players engage with an animated training dummy that dynamically moves, attacks, and generates randomized body targets requiring directional swings or thrusting attacks. The gameplay system was inspired by real-world sword training concepts such as the “eight angles of attack,” using target indicators to guide player motion and reinforce intentional swing direction.

Development involved implementing a full VR gameplay pipeline using Unreal Engine Blueprints, animation state machines, interface-driven communication systems, collision systems, and VR interaction frameworks. The dummy character used a custom skeletal rig and animation setup created in Autodesk Maya, including a non-standard wheel-based locomotion rig that required custom skeleton modifications and animation workflows.

The combat and interaction systems relied heavily on Blueprint Interfaces, event-driven logic, collision handling, randomized animation behaviors, and socket-based spawning systems for dynamically generated combat targets. The project also implemented VR-specific UI systems using 3D widgets, health and score systems, grippable object interactions, and player locomotion built on top of the VR Expansion Plugin.

Additional work included:

  • VR interaction and object grabbing systems

  • Blueprint communication architecture

  • Randomized animation selection systems

  • Socket-driven target spawning

  • Physics and collision configuration

  • Custom sword collision and hit detection

  • UI and 3D widget implementation

  • Environment modeling and level creation

  • Particle effects and summoning visual effects

  • Character rigging and animation workflows

The project also explored future-facing concepts such as gesture recognition for swing validation, AI-driven enemy response systems, and custom physical VR sword peripherals integrating IMU hardware and Unreal Engine serial communication pipelines.

©2022 by SarahLhx . Proudly created with Wix.com

bottom of page