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Biggs ᯅ

Biggs ᯅ

@spatialbiggs

Brandon Biggs www.BrandonBiggs.com First Rule Studios www.FirstRuleStudios.com Project Jump Scare www.ProjectJumpScare.com

35 videos

Linux alpha demo build testing Project Jump Scare on my kid's TV with Steam Deck and Steam Controller.

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Wow so nice to get rid of the swyft prompt on my Vision Pro builds and get fixed foveated. You can see it in the video at the edges of the video easily on the spheres and cubes. Huge shout out @polyarcgames.com really appreciated. Can't wait to incorporate the fixes. 🙏

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My Apple Vision Pro Hybrid XR pawn using a Dualsense controller

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Meta Start Hackathon results are out! Didn’t take the hand interaction prize, but the locomotion system performed well enough that it’s now the primary locomotion method for our Apple Vision Pro build. Thanks to everyone who followed along and shared feedback.

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UE5 Hand Tracking Locomotion ported to Apple Vision Pro! Brought over my Meta Start Competition tech submission over with great results. Not a bad land before Holiday break!

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Meta Horizon Start Developer Competition 2025 final video - Project Jump Scare's hand tracked locomotion system! 🤗🎮

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Sneak Peek #3 👀 - Hand Locomotion traversal with no controllers. 🎮🤗 Last day of Meta's XR Hackathon! 🚢

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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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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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How's the Project Jump Scare desktop build looking Chat? Frame rate from VR optimizations should make this run well even on Deck. We'll see!

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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! 🙏 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏

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Update went so well for not touching Meta's tech in Unreal Engine for nearly 6 months- No errors on PC Puppet sort of works but needs platform specific rotation Hand tracking is PERFECT Enhanced input works exactly same as Dualsense controller 🥳 Also need to fix floor calibration

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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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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 Project Jump Scare 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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Screenshot Saturday update for Project Jump Scare

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Final Fantasy Legend II was a lot tougher. 35 years later and I finally beat it! 🥲 Could tell they had a lot more time on this one compared to the first. Really expansive game for a Game Boy title. Loved it. Final Fantasy Legend III will be the next travel title for me 🫡

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Trying to follow the path...

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While working with Unreal Engine 5 in the Apple Vision Pro you often get inspired from your remote office.

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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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Quest 3 night cycle needs a unique tune for weather, fog, and lighting compared to iOS / visionOS metal shaders after testing- but Project Jump Scare 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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Meta Quest using Open XR hand tracking never worked for me in UE before 🥳 Tempting to fix and consolidate to a single pawn rather than wait for Meta XR plugin for UE5.6 Hard choice. Lose features or erase long tech debt. 🤔😮‍💨 At least it works after the iOS / VisionOS push!

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iOS 26 working as well thankfully. Noticing some OS slowdown, arkit XR mode has a bit of chug once it starts, and I get some close-out crashing but overall looking functional which is good enough to dev.

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My old UE 5.5 TestFlight still works on visionOS 26! Hand tracking good too. 🫡 Curious still on 5.6 if anyone tries it out. Thought update had a confirmation step but it went ahead after download lol. Got lucky! 😮‍💨

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My PSVR 2 haptic design skills suddenly applicable again. 🥳

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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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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:

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Time to start participating in UE5 #screenshotsaturday Sign up link for when TestFlights open up in comments:

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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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Unreal Engine 5 real time lighting and shadows look so good even on an iPhone 12 Sign up link in comments to be first to know when TestFlight access opens 👻

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Trying out locomotion chasing but cryptid saw me - Vision Pro testing with Unreal Engine's EQS AI system in Spatial XR Mode. Sign up link in comments to be first to know when TestFlight access opens 👻 Hyped it finally works on both platforms!

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Testing UE5 snow particle performance on Apple Vision Pro in Project Jump Scare ended up with a nope out 😂 Sign up link in comments to be first to know when TestFlight access opens 👻

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Apple Vision Pro in UE5 needs time for stability but the god rays in headset were awesome. At least my iOS project works in AVP! 👏 Sign up from link in comments to be first to know when Project Jump Scare TestFlight access opens to the public:

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Hybrid XR pawn's core tech with spatial collision and tracking wrapped 🫡 6dof roomscale or Flat traditional play is important at First Rule Studios even on the mobile platforms 🧐 Follow development at Project Jump Scare

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Testing Unreal Engine's EQS AI system in Spatial XR Mode on iOS

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