LUNAR DETOUR BETA TESTING PHASE
Play-thru / Beta-testing at Massey Film Studies Dept
Play-thru / Beta-testing at VUW Psych VR-Tilt Lab
LUNAR DETOUR SCREEN GRABS
Beta-testing at NZ Game Dev Conference
Sep 26,27, 2025 Takina Wellington...

LUNAR DETOUR... A Cinematic VR + Motion Sim Adventure ~ 7+ Minutes
Beta-testing at NZ Game Dev Conference, September 26,27 - 2025
Showed ~50 people over the 2 days of the conference
Each scene involves a bit of walk-about exploration with a different motion-sim vehicle to ride on
- uses intuitive controller-less hand-tracking for interaction with buttons and objects


1. LUNAR LANDER
- get shook by the turbulence of stabiliser jets / tilt maneuvering / final touchdown on the moon
- After landing get up and walk around inside the craft
- find the elevator button down to the Moon’s surface
- walk around the ships rockets / undercarriage
- find the button to deploy the Mechwalker
2. MECHWALKER ROBOT RIDE
- Take a seat on the crouched Mechwalker
- activate "Stand up"
- go striding around on the moon using the 6d mouse controller built into the armrest
- activate 3 strategic mech-leaps to get over craters
- find the Moonbase elevator entry point
- take the elevator to Basement3
- walk around the corridor - peering into the different rooms (no security access)
- sleeping pods, endless corridor to latrines, grow room with hemp experiments
- find the LUCIDECK (Holodeck) workstation
- activate the NZ native bush environment
- activate the helicopter
3. HELICOPTER FLIGHT-SIM (vr in vr)
- climb into the helicopter
- activate the rotors
- fly up and around a NZ native bush river valley (Karapoti near Upper Hutt)

MILESTONES… June - September 2025 (2 person dev team)
☑ Realistic native bush simulation working in VR
- able to walk around in a convincingly realistic 3d environment mapped from a real place using latest techniques in computer graphics and photogrammetry “Gaussian Splatting”
☑ Virtual hand-tracking scripts for virtual buttons = no more handheld controllers!
☑ player and environment position tracking is extremely reliable
- the play space remains consistently locked so players can walk in the virtual space and climb on off the real tilt-chair
☑☑☑ Lunar Lander + Mechwalker + Helicopter flight sim control scripts for driving, recording and playback
- giving convincingly realistic shakes and shimmies to the passenger in sync with the visuals
☑ Incorporated all seated sims into virtual play space (2.4m x 2.4m) with central sim-chair position and roaming space all around
- for exploring and interacting with virtual buttons, navigating elevators / doorways - free roaming… ideally should be 4m x 4m or bigger
☑ Custom built numerous cg assets and environments, music and ambient sound fx
360 video of Moon approach and landing in Blender
Moon surface terrain in Blender + Unity
Interior + Exterior of Lunar Lander craft = Photoshop, Blender, Unity
Mechwalker legs + custom chair in Blender, Photoshop
Radar + Moonbase + functioning elevator in Blender
Interior spaces = endless corridor, sleeping pods, grow room, workstation, vast cavern - using new depth map from images techniques
Captured two NZ Native bush and river environments for the Helicopter sim, using Iphone, Drone, Postshot, Blender, Unity
Music: Lunar lander, Mechwalker “symphonies”… several ambient loops
And it all hangs together as a seamless continuous immersive experience
Next iteration: players will be able to back-track all the way to the lunar landing site, fix it and return to Earth
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OBSERVATIONS… after NZ Game Dev Conference - Sep26,27 - 2025
Everybody loves full immersion
Everybody loves motion sims
Everybody loves hand tracking in VR.. Virtual hands are mesmerising
Nobody got motion sick (out of 50 that tried it, none tapped out)
Everybody valiantly struggled physically to enter the virtual helicopter - because of how it’s designed.. cockpit canopy is quite low.. but all managed to do it!! No age-limits to imagination and contortionism
Kids spend a lot of time gazing at their virtual hands or randomly punching through virtual objects
The bluetooth 6d mouse on the right armrest is very intuitive - everybody figured it out immediately… can be used as a button and as a shift / tilt / twist / controller.. Has 2 extra buttons
Left armrest needs a throttle or more buttons or something
entertaining.. huge potential for making virtual sci-fi drama series.. Recording actors performing their way through the simulation
Potential for multiplayer motion sim - with 2 tilt chairs…
Feet trackers are in the works - to give the player a fully virtual body
Helicopter sim could easily become a search and rescue or fire-fighting adventure in it’s own right
Needs a regolith sand castle simulation - make a sand castle on the moon !
Elevators are the best way to expand the explorable environment - re-orienting the player naturally - “exiting” and “entering” the same space after short transition…
Conferences are rowdy - destroying the spatial audio experience somewhat
NZGDC double booth: VUW Psych + Lucidtripper

VR Tilt-Lab: FPV 360 Drone + Motion-sim scenic flights in VR
Showed 90+ people over the 2 days (5min +- onboarding)
Seated FPV Drone flight-seeing experience... Also by Ed

Pack-out