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Sunset key art of Ultraman and Zetton facing each other across a miniature city

Ultraman:
City Defender.

An experiment in becoming the controller.

Body-motion tests in movement tracking and action recognition, alongside a city-scale game prototype.

Watch the gameplay

See it in play.

Final cut · Keyboard gameplay

Control setup / UI concept

Choose your controls.
Then make it yours.

The setup concept offers keyboard and motion input, then helps players get in frame, calibrate and check a punch before entering the city.

Four-panel UI concept showing control selection, full-body camera framing, punch calibration and keyboard instructions
A proposed setup flow, shown as UI concept artwork rather than a gameplay capture.View full setup diagram ↗
  1. Choose

    Choose keyboard controls or a hybrid of keyboard movement and body actions.

  2. Frame

    Keep your head, hands and feet in frame, with enough space to move.

  3. Calibrate

    Set a neutral stance, then check a left and right punch.

  4. Start playing

    Move with the keyboard and use body actions to test attacks.

First, make movement feel right.

01 / Follow the movement

A real body drives the character.

02 / Recognise the action

A punch or kick becomes a game action.

Two body-control experiments: following movement and recognising actions. Recorded separately from the final keyboard gameplay.

Visual development / Environment studies

A city worth protecting.

Two environment studies explore how scale, setting and everyday places can give a giant-monster battle context.

Environment artwork of Ultraman and Zetton in a harbour, surrounded by boats, a bridge and a coastal city

Harbour encounter Environment study

Open water, crossing routes and boats make the scale of the encounter readable.

Environment artwork of the two giant characters in a detailed city beside homes, busy streets and a hospital

City and hospital Environment study

Homes, streets and a hospital shift the focus from defeating a monster to protecting the place around it.

From an idea to an experience.

  1. Set the scene

    Use visual studies to establish the city’s scale and the hero’s place within it.

  2. Test the response

    Inspect recorded tests to distinguish movement following from deliberate actions.

  3. Guide the player

    Make the control choices, camera framing and calibration steps understandable before play.