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Stevie Michie
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Cavalry VR
Design & Development
Implementing VR systems for guns, equipment, and more
Overview
Responsible for designing and implementing all VR interactions, capturing and refining motion capture data for all enemy animations, and rigging all characters and hand models.
VR Interactions
Starting with the UE5 VR template and working in Blueprints, I developed a base weapon class to manage all five guns in the game. This parent class provided two-handed interaction functionality, supporting dynamic primary and secondary hand usage. It also enabled each weapon subclass to implement unique mechanics—such as pump-action cocking for shotguns, magazine loading for SMGs, and semi-automatic firing for the DMR.
Rigging, Animation, & MOCAP
Using Utah Valley University's Rokoko Motion Capture Suit, we recorded a wide range of animations, including basic movement, attack sequences, cover mechanics, and their crouching variations. After capture, I imported the data into Maya to clean up any inconsistencies such as snapping or jittering. I then applied the finalized animations to enemy rigs, which I had designed to match the Rokoko skeleton, ensuring seamless reapplication and retargeting of motion data.
Summary
I designed all VR interactions and weapon systems in UE5 using Blueprints, creating a modular gun class with support for two-handed use and unique mechanics. I also captured, cleaned, and applied motion capture animations using a Rokoko suit and Maya, building compatible enemy rigs for smooth animation integration.
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