Experience Worlds. Working on Project Jump Scare. @ProjJumpScare https://xitter.cf/t.co/OFErQBSmut

Los Angeles
Joined April 2014
First Rule Studios retweeted
Thank you to everyone for trying the demo in Steam Next Fest! Project Jump Scare is out now in Early Access:
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First Rule Studios retweeted
Learn how to turn your own video footage into high-quality MetaHuman animation in Unreal Engine with Markerless Mocap 🎥 From preparing your footage to generating and refining your final animation, follow the complete workflow with the Epic Games Education team and get more out of your character animations. Watch the full session here: youtu.be/r_-fEi7fXLA
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First Rule Studios retweeted
Rebuild a carnival in a forest where nothing is as it seems. One item at a time. No weapons. Throw environmental objects at a distance or panic click when they are close. Project Jump Scare ~ wishlist: store.steampowered.com/app/2…
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First Rule Studios retweeted
😱🎟️🎡
Walking up to the carnival sublevel in Project Jump Scare 🎪🎡🎠
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First Rule Studios retweeted
Final submission for the Meta Horizon Start Developer Competition 2025! Solved a recurring XR design problem using a unified input abstraction layer that adapts locomotion systems across: •Meta Quest hand tracking •VisionOS gesture input •iOS touch •PC / mouse / gamepad
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First Rule Studios retweeted
Sneak Peek #3 👀 - Hand Locomotion traversal with no controllers. 🎮🤗 Last day of Meta's XR Hackathon! 🚢
Sneak Peek #2 👀 - Hand Locomotion Yaw and Jump that are similar to the traditional controller input systems 🎮🤗 One more sneak peek left for Meta's XR Hackathon 🫡
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First Rule Studios retweeted
Sneak Peek #2 👀 - Hand Locomotion Yaw and Jump that are similar to the traditional controller input systems 🎮🤗 One more sneak peek left for Meta's XR Hackathon 🫡
Sneak peak! 👀 - Motion Controller to Hand Tracking is a small part of what I've worked on for Meta's Hackathon 🤗
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First Rule Studios retweeted
Sneak peak! 👀 - Motion Controller to Hand Tracking is a small part of what I've worked on for Meta's Hackathon 🤗
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First Rule Studios retweeted
How's the @ProjJumpScare desktop build looking Chat? Frame rate from VR optimizations should make this run well even on Deck. We'll see!
Actually this is even cooler with fingers. There is a magic in seeing your real life body interacting in a digital world. ...different than the presence in full body VR avatars... Since it is your own body influencing the simulation you don't feel that VR acclimation gap...🤔
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First Rule Studios retweeted
How did NASA get in the @ProjJumpScare alpha... 😳
We've just released the latest images of the interstellar comet 3I/ATLAS, as observed by eight different spacecraft, satellites, and telescopes. Here's what we've learned about the comet — and how we're studying it across the solar system: go.nasa.gov/4o3hp92
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First Rule Studios retweeted
Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! 🙏 Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! 🙏 Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! 🙏 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏
Today is the day I can confirm all my effort toward Hybrid was the right path...
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First Rule Studios retweeted
Actually this is even cooler with fingers. There is a magic in seeing your real life body interacting in a digital world. ...different than the presence in full body VR avatars... Since it is your own body influencing the simulation you don't feel that VR acclimation gap...🤔
I feel that seeing your real arms effect the world is more impactful compared to the traditional VR avatar now that I've made this work in @ProjJumpScare Am in love with this hybrid approach using Apple Vision Pro and wish I could make a passthrough body work on all platforms...
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First Rule Studios retweeted
I feel that seeing your real arms effect the world is more impactful compared to the traditional VR avatar now that I've made this work in @ProjJumpScare Am in love with this hybrid approach using Apple Vision Pro and wish I could make a passthrough body work on all platforms...
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First Rule Studios retweeted
Screenshot Saturday update for @ProjJumpScare
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First Rule Studios retweeted
I discovered HMD FOV reduction experimenting on the original Project Jump Scare Unity demo in 2014. Pitched it at VR conferences and meetups like Oculus Connect, SVVR, OCVR, and LAVR. Google and Meta employees gave "wows" during DK2 demos and it soon became a comfort standard.
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First Rule Studios retweeted
Quest 3 night cycle needs a unique tune for weather, fog, and lighting compared to iOS / visionOS metal shaders after testing- but @ProjJumpScare day/night is still wild inside the headset! 🥹 wasn't sure this would work without a parallel system. Feels so great to hit it 😭🎯🚀
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First Rule Studios retweeted
Unreal Engine 5.6 update for @ProjJumpScare was toughest one this past month😮‍💨 VisionOS performance took a major step back in 5.6 vs 5.5 but reported to Epic and hopefully it gets ironed out. iOS is improved however and able to get a very nice fog going! #screenshotsaturday
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First Rule Studios retweeted
Replying to @UnrealEngine
Worked on mid and background this week for Project Jump Scare #screenshotsaturday @ProjJumpScare
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First Rule Studios retweeted
Project Jump Scare - Steam Deck test! All that effort put into the XR Hybrid core tech means "just works" on a variety of Flat and XR platforms. Also the XR optimizations mean starting at an easy 60 fps here. ᯅ🥲🚀
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First Rule Studios retweeted
Meta Quest can’t do standalone VR like this - Widescreen version! 🍿 The Vision Pro’s M2 chip and metal shaders let Unreal Engine use post processing for Project Jump Scare 👻 Sign up link in comments for when TestFlights open up:
Meta Quest can’t do standalone VR like this! Metal on Apple Vision Pro’s M2 unlocks Unreal Engine for Project Jump Scare Wish I had Eye Tracked Foveated Rendering... and I hope M5 chip rumor is real- Can’t wait for WWDC ! Sign up link in comments for when TestFlights open up:
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