In this thesis you will find a rough overview of different types of technological equipment which made the large spread of Virtual Reality games possible, as well as a short list of frameworks which facilitate the development of such games in this new environment. From this list, the Unity engine will be detailed more thoroughly and an example implementation will be shown for a chosen device, which will show the steps I took to make such a game viable. To add to this I will also demonstrate an alternative controller called Leap Motion, which was designed to make Virtual Reality a more immersive experience. Note that this game development is for self training purposes only. Appealing to customers, being descriptive for new players, and the overall comfort of the design is not the aim of this work. However the core process of game development, the extra steps to make it VR-compatible and the operation of extra devices, like VR controllers and alternative ones, will be part of this documentation.
Keeping in mind that computer technology is constantly changing, I will define some specifications, in the interest of searchability.
LeapMotion Software version 3.2.1.+45911
Core Assets 4.3.3
Interaction Engine 1.1.0
Hands Module 2.1.2