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Inspiration

Avatar: The Last Airbender

What it does

Control a character in 3rd person in VR without getting motion sick by using your head to turn while moving. Controls are a mixture of classic gamepad and gestures.

How we built it

Unreal Engine and Meta plugins.

Challenges we ran into

I didn't have time to add art assets or fully debug.

Accomplishments that we're proud of

Achieving locomotion while mitigating motion sickness and creating some interesting ways to control weaponry/casting abilities with buttons and motion controls.

What we learned

Gesture recognition is difficult to get right, especially as complexity arises.

What's next for Flow.elements

Finishing the game (adding art assets, enemy AI, and polish) and creating an arcade mode with generative platforming and combat sections and releasing it on the Quest store.

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