Immersive Tennis Experience in VR
Context of the project
For my Honours project, I developed a fully immersive Virtual Reality (VR) tennis simulation that combines game design, software development, and human-computer interaction principles. The project explored how VR can serve as both an engaging recreational experience and a light training tool for tennis players.
Built using Unreal Engine 5, with a combination of C++ and Blueprints, the prototype focused heavily on immersion, including spatial audio, physics-driven ball dynamics, full scoring systems, haptic feedback using Meta’s Haptics Studio, and realistic court environments. A multiplayer system was implemented, allowing two players to engage in real-time matches using Meta Quest 2 headsets.
Participants with prior tennis experience tested the application, providing feedback on realism, ease of use, and immersion. Results showed strong engagement with the visual environment, intuitive controls, and customisable racket mechanics, while identifying areas for improvement in haptic precision and latency — largely limited by hardware constraints.
The project demonstrated the potential of VR for sports applications that prioritise accessibility, fun, and social interaction without sacrificing meaningful realism. Future development could expand multiplayer capabilities, integrate full-body tracking, and explore adaptive sports accessibility features.
Technologies used:
Unreal Engine 5 (C++, Blueprints, MetaSounds)
VR Expansion Plugin
Meta Haptics Studio
Meta Quest 2
Networked Multiplayer Development
User Testing & UX Evaluation
Pictures/Videos

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