This studio, we were tasked with creating a game that could be played with our hands, using technologies like a Kinect or a Leap Motion, that could track someone's body in 3-D space. We decided to make a driving video game, because the controls to that could be tilting an imaginary steering wheel. The game was made of 4 parts: the environment, the car, the physics, and the music. These all came together to make a functional driving game.
The environment of the game was made using Unity's built-in tools. The environment had two parts, made of what looked like dry desert rock, and green mossy rock. It had lots of mountains, a plateau, and a bit of snow on top of a few of the mountains. There were also a few bodies of water scattered around. One was a small lake, the other a very wide river surrounded by tall spiky mountains. There was also a waterfall, a tunnel to drive through, and a large NuVu sign just for fun.
This was nice and all, but a car game wouldn't be a car game if you couldn't drive the car, and if the car phased through the ground, that wouldn't work. Several colliders were added to the terrain and the car to stop that from happening. A collider is a thing that attaches to a model, like a wheel. When one collider collides with another, the game stops them from going through each other.
Music was also a large part of the game. The main goal was to try and add some background, without sounding overpowering and out of place. The music also was loopable, and was upbeat enough to make it into the final game.
There were still some problems. The physics and textures could have been vastly improved, and while the game did have Leap Motion control, it was not very fleshed out. In all, however, the game worked, sounded, and looked great for the first video game made in NuVu.