Featured project · 05
Archery VR
Developer · OpenXR · 500+ Downloads
Draw the bow, follow a moving flock, and find the moment to release. A familiar physical action becomes a focused VR challenge.

The interaction is the attraction.
Archery is a natural fit for VR because the action already makes sense in your hands. Holding a bow, drawing an arrow, and releasing toward a target give the player a clear physical goal. Archery VR builds its appeal around that sequence, then adds moving bird targets that ask you to track, aim, and choose your timing.
The first shot starts the challenge
A target in the range carries a direct instruction: hit it to start. The player begins through the same action they will use to play. That opening gives drawing, aiming, and releasing a purpose before the moving targets demand more of their timing.
The target and timer are presented as objects in the range. Instructions sit alongside the thing the player needs to act on, keeping the challenge connected to the space around them.

Build around feel, then add a reason to retry
My development work focused on physics-based interactions, bow-and-arrow mechanics, and weapon response using Unity and OpenXR. These systems support the core promise: an interaction the player performs with their body, rather than a familiar button press translated into a headset.
Moving targets give that interaction a purpose. They ask the player to follow the action through space and judge when to release, turning the same bow mechanic into a repeatable challenge. The resulting scope keeps attention on the physical skill at the heart of the experience.
A small loop with a physical payoff
With 500+ downloads and a Meta Quest release, Archery VR shows my approach to interaction-led development: choose an action players understand, then make its response the reason they want another go.