Research
Similar Projects Review
One of the main features of our game is MotionInput, which enables touchless computing and allows users to interact with the game using body movements instead of traditional gaming controllers [1]. To better understand existing approaches to motion-based gaming, we reviewed similar gaming projects, designed for children, that aimed to encourage physical movement.
Motion-Based Gaming Devices
Nintendo Wii
The Nintendo Wii, released in 2006, revolutionised gaming by introducing motion-sensing controllers that allowed users to interact with games through physical movement, creating a highly immersive gaming experience [2]. Additionally, many Wii games encouraged physical activity, encouraging children to keep active. The accompanying remote was also made with the aim to be accessible for children, keeping it simple and intuitive [3]. However, although the Wii was made with accessibility in mind, it still relied on a handheld controller, which differs from our project’s vision of completely controller-free interaction.
Microsoft's Xbox Kinect
The Xbox Kinect, released in 2010 [4], drove motion-based gaming further by eliminating the need for handheld controllers. Kinect uses infrared technology to track full-body movements [5], allowing players to interact directly with the game using body gestures. Unlike the Wii, Kinect enabled a completely controller-free experience [6].
Existing Motion-Based Games
What both Nintendo Wii and Microsoft's Xbox Kinect had in common was that most of their motion-based games were family-friendly. Below is a list of games we took inspiration from for our project:
Wii Sports Resort
Wii Sports Resort is a sports simulation game developed by Nintendo and released in 2009 as a sequel to Wii Sports. The game features 12 sports, all set on Wuhu Island, a fictional island. A key innovation in this game was its use of Wii MotionPlus accessory, an expansion device for the Wii Remote that provided more precise motion tracking, allowing for greater accuracy and more complex action in gameplay.
One of the mini-games that inspired us was Island Flyover, a free-roaming game mode where players can fly around the island for five minutes, collecting Information Points (iPoints) scattered throughout the environment. This system provides a light objective while maintaining a relaxing and exploration-focused gameplay experience. We found this approach closely aligns with our design for the Presents Delivery level, where we wanted to create a low-stress, free-exploration environment while still encouraging players to engage with the game environment. The free-roaming nature of Island Flyover fosters a sense of discovery and curiosity. We also liked how the point collection system serves as an incentive to explore different areas of the map. Similarly, in Island Flyover, there are 80 iPoints for players to find, offering a structured yet casual goal to keep them engaged without adding unnecessary pressure. We plan to implement a similar reward system in our game, where players deliver presents to houses, encouraging exploration while maintaining a calm and enjoyable experience for young users.
Kinect Sports & Kinect Sports Season 2
Kinect Sports is a sports game developed by Rare and released in 2010. It features six sports and eight mini-games, utilising Kinect’s motion-sensing technology for full-body gameplay. In 2011, Kinect Sports Season 2 was released, adding six new sports. The mini-games that caught our eye were Sprint from Kinect Sports, as well as Skiing and Darts from Kinect Sports Season 2.
Sprint from Kinect Sports closely aligns with our speed skating concept. The game’s core mechanic involves running in place, making it a simple yet engaging experience. We appreciated the straightforward mechanics, where players focus solely on moving their legs up and down alternately, ensuring accessibility and ease of play. This approach influenced our speed skating level, where players move by alternating left and right instead of running, but the principle of a rhythmic movement-based challenge remains the same.
For our skiing level, we examined Kinect Sports Season 2’s Skiing level. One of the mechanics we liked was the automatic forward movement, allowing players to focus on passing through slalom poles, similar to that of real-world skiing. Additionally, in Kinect Sports, players could adjust their speed by crouching and leaning forward, which added a layer of control. However, we adapted this mechanic to slow the player down rather than speed them up, creating a less overwhelming and safer experience. This change ensures that players feel more comfortable and in control as they navigate the slopes.
We also took inspiration from Kinect Sports Season 2’s Darts mini-game for our snowball throwing level. In Darts, players use one hand to aim and throw, with an on-screen aimer guiding them for better accuracy. This mechanic is particularly useful for our game, as it ensures that snowball throwing remains simple, accessible and enjoyable for young players.
Kinect Adventures!
Kinect Adventures! is a motion-based game released by Microsoft Game Studios in 2010, featuring five full-body motion-based adventure mini-games [4]. It was the best-selling Xbox 360 game [5] and was designed primarily for children, as indicated by its simple game mechanics and an E for Everyone rating [6].
One of the mini-games we took inspiration from is River Rush. In this game, players control a raft by shifting left and right, while the raft moves forward automatically. The game also incorporates jump mechanics, where jumping in real life causes the raft to leap, allowing players to reach high platforms. Moreover, hidden paths and secret areas are scattered throughout the course, encouraging exploration and replayability. The goal of the game is to collect adventure points, while avoiding obstacles such as logs, which will slow the player down without impacting their score.
We found the simple and intuitive movement mechanics of River Rush particularly effective. The automatic forward movement allows players to focus solely on dodging obstacles and collecting points, which aligns well with a few of our levels such as sledding, skiing and presents delivery. This keeps gameplay engaging without overwhelming the player with complex controls.
While the jumping mechanic in River Rush appeared fun, playtesting revealed that automating jumps made the experience more accessible and focused. As a result, we decided that keeping the player’s controls centred on left and right navigation when there is automatic forward movement would be easier for our target audience.
Another key takeaway was the importance of replayability through exploration. The idea of hidden paths and secret areas inspired us to implement similar elements in our kayaking and ice skating levels. By incorporating alternate routes and hidden areas, we hope to encourage players to revisit the level to explore different ways of interacting with the environment.
Sports Island Freedom
Sports Island Freedom is a sports-based game released in 2010 for the Kinect, offering 10 different sporting events. Among these events, two stood out as sources of inspiration for our project: Snowboard Cross and Paintball.
The Snowboard Cross mini-game shares similarities with skiing-based games as mentioned in other motion-controlled game titles. Players automatically move downhill, navigating by shifting left and right to steer. However, unlike standard skiing mechanics, Snowboard Cross introduced additional elements of spins during jumps. This made the game feel more dynamic and engaging. We found this mechanic particularly interesting and saw potential for incorporating it into our sledding level to add more variety and excitement.
Additionally, the Paintball mini-game provided valuable inspiration for our snowball-throwing level. While Paintball is a multiplayer shooting game, its motion controls for aiming and throwing closely resemble the mechanics we plan to use. Moreover, it featured camera movement, unlike Darts from Kinect Sports Season 2, which had a static viewpoint due to its gameplay design. Furthermore, we noted that this game featured a more varied and immersive environment compared to Kinect Sports Season 2’s Darts mini-game. We believe that a more engaging backdrop and interactive elements will better capture young players’ attention and enhance their overall experience.
Technology Review
Game Engine
A game engine is a software development environment that provides developers with a range of tools and systems to streamline the development of games, such as rendering, physics, and asset management [7].
There are several suitable game engines for developing low-poly 3D games such as Unity, Godot, and Unreal Engine. However, Unity was a requirement by our industry partner, so alternatives were not considered in depth. Despite being a predetermined choice, Unity remains an excellent fit for this project due to its extensive features and practical advantages:
Platform Popularity and Industry Usage
Unity is one of the most widely used game engines in the video games industry. It is currently the most popular engine for games published on Steam [8]. Unity’s popularity ensures long-term support, frequent updates, and an extensive network of compatible tools and workflows.
Ease of Use
Unity offers an intuitive and user-friendly interface, making it accessible to individuals new to game development. Its design tools and workflow are intuitive, reducing the learning curve. Additionally, Unity offers a comprehensive learning platform through Unity Learn [9], which provides step-by-step tutorials for a wide range of topics. Another key advantage is the Unity Asset Store, which includes a vast collection of both free and paid assets. These premade assets significantly reduce development time by providing ready-made models, animations, and scripts.
Community and Documentation
Unity boasts one of the largest and most active game development communities, offering extensive documentation, forums, tutorials, and third-party plugins. The active Unity community makes it easier to troubleshoot issues and find reusable solutions. This reduces development roadblocks and supports faster learning.
Scripting and Language Support
Unity uses C# as its primary scripting language, which is known for being easy to learn, especially when compared to more complex languages like C++. C# provides strong object-oriented programming (OOP) features, making it highly suitable for structuring game logic and managing in-game interactions. It also offers a good balance between performance and simplicity, making it a preferred choice for game developers.
Programming Language
Unity uses C# as its primary scripting language [10], which determined our choice for the project. However, when comparing programming languages commonly used in game development, C# still proves to be a strong option.
A popular language for game development is C++, used in engines like Unreal Engine. While C++ offers direct control over memory and performance, it comes with a steeper learning curve and requires more manual management of resources, increasing the risk of issues such as memory leaks.
Although Unity itself is built using C++, it does not support C++ as a primary scripting language. While it is possible to integrate C++ through native plugins, doing so adds significant complexity and is generally unnecessary for most Unity projects. Since our game is relatively simple and designed for low-end hardware, we do not require the fine-grained performance control that C++ offers.
Hence, C# remains the most practical and efficient choice for our project. It integrates seamlessly with Unity’s physics, UI, and input systems, and provides automatic memory management, reducing the risk of memory leaks—important for maintaining performance and long-term stability.
Target Hardware
Our game is intended to run on low-end laptops commonly used in schools by teachers. These devices typically have 4GB of RAM or less and rely on integrated graphics rather than dedicated GPUs, making them less suitable for running demanding games.
Given these constraints, one of our primary objectives is to ensure the game performs smoothly on low-end hardware. As such, performance has been a key consideration in most technical decisions made throughout the development process, such as the use of low-poly assets.
Graphics and Rendering
Optimising how the game is rendered is crucial for achieving smooth performance on low-end hardware. This includes both the visual asset style and the rendering pipeline used to display the game.
Asset Style
To further ensure smooth performance, we chose to use low-poly 3D assets. Low-poly models use fewer vertices and faces, reducing the computational load on both the GPU and CPU. This results in:
- Faster rendering
- Quicker load times
- Smoother frame rates
These benefits are essential for our target hardware—low-end school laptops.
Additionally, low-poly assets typically have a smaller memory footprint, which helps:
- Reduce installation size
- Minimise RAM usage during gameplay
This makes the game more accessible and efficient, especially for devices with limited storage and memory capacity.
Render Pipeline
Choosing the right render pipeline is crucial, especially when developing games for low-end hardware. In Unity, a render pipeline refers to the series of processes and operations that the engine uses to render images to the screen. This includes lighting, shading, and post-processing effects [11].
Unity offers three main render pipelines [12]:
- Built-in Render Pipeline: The default pipeline, offering limited customisation.
- Universal Render Pipeline (URP): A scriptable pipeline designed for performance and flexibility. It supports scalable graphics across different platforms.
- High Definition Render Pipeline (HDRP): Designed for high-end platforms to produce high-fidelity graphics.
We evaluated each pipeline based on the following criteria:
🏎️ Performance Requirements
Smooth performance on low-end hardware with limited processing power and integrated graphics was a top priority.
- URP: Designed for scalable performance and well-optimised for low-end devices.
- HDRP: Too resource-intensive for our needs.
- Built-in: Lacks many optimisations that URP offers.
💻 Target Platforms
Designed for low-end school laptops with minimal specs.
- URP: Successfully used in Superhero Sportsday.
- HDRP: Not viable due to hardware demands.
🎨 Visual Needs
Game uses a low-poly art style; realistic visuals unnecessary.
- URP: Provides visual flexibility without the overhead of HDRP.
- Built-in: Too limited in customisation and features.
We ultimately chose the Universal Render Pipeline (URP) because it delivers excellent performance on low-end hardware, as proven in Superhero Sportsday, and provides better flexibility and long-term support than the Built-in pipeline.
HDRP is unnecessary for our game, as our goal is performance over realism. While the Built-in pipeline could have sufficed, URP offers superior control and optimisation.
Generative AI Tools
As part of our asset creation, we explored several Generative AI tools to support the production of 3D models and textures for our game. Since our project is designed to run on low-end hardware and follow a simple, child-friendly aesthetic, we focused on tools that could generate low-poly stylised assets quickly, with minimal manual modelling. Below is a comparison of the tools we evaluated:
3D Model Generation Tools
Sloyd.ai a href="#ref13">[13]
Advantages: Free to use, extremely easy to use, and delivers fast results. It generates models from basic text prompts, making it beginner-friendly.
Disadvantages: Offers very limited control and only supports simple geometric shapes. It cannot generate characters or animals. Models generated had a realistic art style.
Conclusion: Sloyd.ai is suitable for quick prototyping and basic models, but lacks the flexibility for our game’s visual and gameplay needs.
Rodin AI [14]
Advantages: Offers advanced geometry editing and produces stylised model outputs. The interface is user-friendly.
Disadvantages: Requires highly specific prompts for good results. The free plan has limited export options, lacks rigging support, and only provides basic texture quality. Many key features are locked behind a paid subscription.
Conclusion: Rodin AI offers powerful geometry editing capabilities but is not ideal for animated or rigged assets. It also requires significant fine-tuning for consistent results, making it less efficient for rapid development.
Tripo AI [15]
Advantages: Offers auto-rigging and animation tools for humanoid characters, however it is a paid feature. Also supports negative prompting to improve fine-tuning, and offers a clean and intuitive interface.
Disadvantages: The free plan is highly limited, with restrictions on model complexity. Outputs often lack detail, and the rigged animations require significant post manual adjustments.
Conclusion: Tripo AI shows promise for character animation, but its restricted free tier and lack of refinement made it less suitable for our project.
Meshy AI [16]
Advantages: Supports text-to-3D generation, texture editing, and produces optimised geometry. Compared to other tools, Meshy’s outputs are more consistent with a low-poly aesthetic. It also allows for basic texture customisation within the platform.
Disadvantages: Occasional style inconsistencies and unpredictable prompt results.
Conclusion: Meshy AI offered the best balance between output quality, low-poly style compatibility, and ease of use.
2D Generation Tools
Stable Diffusion [17]
We used Stable Diffusion, a powerful open-source text-to-image generative model, to create 2D assets, such as panels and buttons, and visual concepts for our game.
Advantages: Stable Diffusion offers precise control through text prompts, and supports popular extensions like ControlNet and Adetailer. Using prompts such as “Nintendo 64 art style”, “Wii Sports graphics” and “kid-friendly low-poly design”, we could tailor the output to our intended aesthetic. Its open-source nature and active community made it a flexible and accessible solution.
Disadvantages: Requires careful tuning to avoid overly realistic or inconsistent results.
Conclusion: Stable Diffusion was a valuable tool for generating 2D assets and concept art due to its cost-free access, wide support, and flexibility.
Final Choices and Justification
After evaluating several tools, we ultimately adopted a combination of Meshy AI and Stable Diffusion to assist with asset creation. Our choice was driven by performance needs, time constraints, budget limitations, and stylistic consistency.
Meshy AI
- Generated low-poly 3D assets (e.g., kayaks)
- Free version supported text-to-3D with consistent style
- Allowed colour variations to support user preference
Stable Diffusion
- Used for 2D panels, buttons, and concept art
- Prompt-based image control aligned with our art style
- Open-source and highly customisable (ControlNet, photo-prompt mixing)
Limitations of 3D AI Tools
- Rigging and animation were paywalled on all platforms.
- Generated characters and houses had geometry issues (e.g., broken chimneys, distorted faces).
- Visual style mismatch with our low-poly winter aesthetic.
Due to these issues, we relied on Unity Asset Store models for characters and larger structures.
Example Use Case: Kayak Customisation
To enhance player engagement and personalisation, we used Meshy AI to generate kayaks in multiple colours. This aligned with feedback from our industry partners, who wanted children to choose equipment they liked.
Challenges with Free Plans
- Tools like Meshy AI used a credit-based model.
- We often hit credit limits before generating all needed variations.
- Stable Diffusion required careful prompt tuning to avoid inappropriate outputs.
Conclusion
While generative AI could not replace traditional modelling for all assets, it significantly accelerated our workflow in key areas. These tools enhanced visual diversity, supported player personalisation, and allowed us to stay within the technical constraints of our low-end school laptop targets.
Technical Decisions Summary
Throughout the project, technical decisions were guided primarily by the requirement to support low-end school laptops, as well as the goal of creating a child-friendly, low-poly game suitable for neurodiverse users.
Game Engine
We used Unity as our game engine, as requested by our industry partner. While alternatives like Unreal and Godot were not considered, Unity remains a strong fit due to its:
- Performance flexibility
- User-friendly interface
- Active community support
- C# scripting
Programming Language
We used C#, Unity's primary scripting language. Compared to alternatives like C++ (commonly used in other engines), C# offers:
- A more manageable learning curve
- Automatic memory management
- Seamless integration with Unity’s features
This made it suitable for implementing gameplay logic efficiently.
Graphics and Rendering
We chose the Universal Render Pipeline (URP) over Unity’s Built-in and HDRP options. URP offered the best balance between performance and visual quality for low-spec devices and had already been used successfully in our predecessor game, Superhero Sportsday.
We also adopted a low-poly art style to reduce memory usage and ensure smooth performance on low-end systems.
Generative AI Tools
To support asset creation, we explored several Generative AI tools:
- Meshy AI: Used for 3D models like kayaks. It produced low-poly outputs aligned with our visual goals, though limited by credit-based usage and style consistency.
- Stable Diffusion: Used for 2D assets and concept art. Its open-source nature, strong community support, and prompt control made it effective for UI elements and stylised visuals.
These tools significantly reduced development time and allowed us to maintain our visual direction while staying within resource constraints.
These decisions balanced performance, efficiency, accessibility, and creative flexibility, helping us meet the technical requirements of the project without introducing unnecessary complexity into the development process.
References
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- Sloyd, “Sloyd – Generative 3D for Games,” https://www.sloyd.ai. Accessed: Mar. 28, 2025.
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- CompVis, “Stable Diffusion,” https://github.com/CompVis/stable-diffusion. Accessed: Mar. 28, 2025.