Rider’s Quest was developed by a team of three — Iakob Rigvava, Damiane Kapanadze, and Aymen Elkhalil — for the Computer Programming for Engineers course. The goal was to create an engaging, high-quality VR experience from the ground up using Unity and the Oculus Quest 2 SDK.
The player rides through either a forest or desert biome, shooting randomly generated targets before they pass out of view. Missing three targets ends the game. The challenge dynamically scales as the mount’s speed increases, pushing players to improve accuracy and reaction time.
Throughout development, we faced multiple engineering challenges. Collision detection between arrows and targets required fine-tuning of colliders and switching from OnCollisionEnter to OnTriggerEnter. Movement of the terrain was achieved by attaching it to a parent object to simulate forward motion. Hand tracking and gesture detection were implemented using the Oculus Interaction SDK, requiring in-depth understanding of pose thresholds and the interaction system.
We learned to design modular systems, debug complex logic, and integrate multiple prefabs while maintaining performance in VR. The project was an invaluable introduction to game physics, object-oriented programming, and VR interface design, combining creativity and technical engineering in one experience.
The final version was stable, fun, and highly replayable, exceeding all expectations for a freshman-level project.