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Work
Game · VR · Installation

Open-Water Boat Racing

A boat racing system originally built as a VR experience and later deployed as a dual-screen physical installation with custom ship's-wheel controllers at a luxury retail venue. Checkpoint racing, buoyancy physics, themed art direction. Fully rebuilt in 2026 with a proper pirate ship and a portrait-orientation HUD for mobile and vertical-screen deployments.

Role
Solo, design + engineering
Status
Updated 2026
Duration
Originally 2023, refactored 2026
Original
VR experience
Deployment
Mall installation with custom controllers

What it is

The original brief was a VR boat racing experience, head-tracked, motion-controlled, designed for headsets. The mechanic was simple: race through a sequence of checkpoint rings across open water, beat the timer, score on time bonuses.

It later got deployed as a physical installation in a luxury retail mall, dual-screen, with custom ship's-wheel controllers built specifically for the booth. The themed framing was set by the deployment client; the underlying system was the same.

In 2026 I rebuilt the whole thing on Unity 6.4 with a proper pirate ship, a portrait-orientation HUD (SCORE / TIMER / CHECKPOINTS), and a cleaner checkpoint system. The newer version is designed to run on vertical screens, kiosks, mobile, mall installations.

Updated 2026 build. Portrait orientation, full pirate ship, in-frame HUD with timer and 1/20 checkpoint counter.
Earlier mall installation deployment. Dual screens, custom ship's-wheel controllers, themed booth.

Architecture

The core game system is built on three pieces I designed to be reusable: a course definition (a directed sequence of checkpoint rings with positions and rotations), a checkpoint detection layer (collider-based, with event hooks for ring entry, completion, miss), and a scoring system (time, accuracy, completion bonus). The same core handles VR, mall installation with custom hardware, and mobile portrait.

Unity scene view. Course (object that holds the checkpoint sequence), Timer, Scoring all top-level.
Unity scene view. Course (object that holds the checkpoint sequence), Timer, Scoring all top-level.
Per-checkpoint script. Ring motion, detection radius, OnRingComplete / OnRingMissed events. Designer-friendly inspector.
Per-checkpoint script. Ring motion, detection radius, OnRingComplete / OnRingMissed events. Designer-friendly inspector.

What the installation taught me

The mall deployment was the part of this project I have learned most from. Lessons from shipping software into a physical kiosk that strangers use unsupervised:

Stack

Unity 6.4C#VR (original)Custom controller hardware integrationPortrait-orientation HUD

What this project demonstrates

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