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Edge Alignment

A VR sword game about rhythm, clean technique and deliberate physical movement.

Edge Alignment diagnostic scene showing a timed sword cut and its timing result.View full size ↗
In the project

A native diagnostic capture of the timing slice. It illustrates the cut feedback; it is not evidence of headset comfort or physical acceptance.

About this image

Repository product capture · Capture date not recorded; reviewed 7 September 2026
Revision: Image aa1f2cce3057

Make the movement count.

The starting point

A sword cut has timing, direction and physical handling. A spatial practice game has to make those relationships understandable in the moment.

What I built

Incoming sequences ask for cuts, thrusts, blocks and body movement. The project explores how music, timing and readable feedback can reward good sword technique. Headset feel and physical playtesting remain part of development.

Closer to the work

Interfaces & outputs
Edge Alignment showing controller hands and the sword held in the right hand.View full size ↗
In the project

The handling slice makes the weapon and controller-hand presentation visible. This is a development capture.

About this image

Repository product capture · Capture date not recorded; reviewed 7 September 2026
Revision: Image fcd9aee63208