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Case Study · 05 / 05 Sep 2024 — Dec 2024

VAMP

Role
Game Designer · Hardware Engineer
Context
Sony USC ETC (Transmedia Challenge)
Engine · Platform
Unreal Engine 5 · VR · Arcade Cabinet
Award
Best Immersive Software & Hardware ✦

Overview

VAMP revives a 1987 Sega arcade motorcycle machine and fuses it with a modern VR twist. We parsed the cabinet's raw voltage signals through an Arduino, piped them into Unreal Engine 5, and dressed the result in OutRun neon.

Built for the Sony USC ETC Transmedia Challenge and awarded Best Immersive Software & Hardware. Retro cabinet, modern headset — same handlebars.

Contributions

  1. Pitched the concept — reviving an old arcade motorcycle with VR for Sony USC ETC.
  2. Co-engineered voltage parsing — Arduino signal capture integrated with Unreal Engine.
  3. Designed levels with OutRun and Synthwave aesthetics — city dense, highway wide.
  4. Programmed motorcycle mechanics in Unreal Blueprints — throttle, steering, braking.
Chapter 01

Pitch & Aesthetic

VAMP arcade machine

The cabinet · 1987 Sega

Can we revive it?

The project began with a question — can we revive a forty-year-old arcade motorcycle without gutting its soul?

We pitched the concept to Sony and USC through sketches and mood boards. The answer was 80s and 90s neon retro — vibrant, immersive, warmly overdriven. I designed the visual language end-to-end: environments, UI, and overall look.

Visual aesthetic

Visual aesthetic — OutRun neon

OutRun lineage

Warm magentas, electric blues, sodium orange — the palette comes straight from the era the cabinet was built in. The goal wasn't nostalgia; it was to honor a machine that was designed to feel fast in 1987 and still does in VR.

Chapter 02

Hardware Integration

System overview

System overview

Four decades, one serial line

The pipeline runs from arcade controller to computer interface to VR headset — four decades of hardware speaking through a single serial line.

Multimeter testing

01 · Multimeter testing

01 · Multimeter Testing

Verified voltage outputs from the motorcycle controller wires using a multimeter, then established jump-wire connections to route signal into the breadboard.

Wire identification

02 · Wire identification

02 · Wire Identification

Identified which wires correspond to throttle, brake, and steering — ensuring accurate signal mapping before writing a line of code.

Arduino signal parsing

03 · Arduino parsing — live

03 · Arduino Parsing

The Arduino reads and interprets controller voltage changes into processable data, transmitting over serial to bridge hardware and Unreal in real time.

Hardware demo

Hardware demo · live voltage to Unreal

End-to-end demo

The full loop — physical handlebar to serial to Unreal to VR headset — latency low enough that the cabinet feels like a native input device. The forty-year-old iron stays alive.

Chapter 03

Gameplay & Levels

Level layout

Level layout overview

Two feels, one cabinet

Combined city and highway sections providing balance between urban density and open-road freedom — two feels, one cabinet.

City environment gameplay

01 · City

01 · City

Players navigate a neon-lit metropolis — tight turns, glowing signage, bustling street ambiance. The city demands precision and control at moderate speeds.

Highway environment gameplay

02 · Highway

02 · Highway

The highway features broad lanes and high-speed stretches — invite the throttle, test maneuverability in the open.

Chapter 04

Motorcycle Blueprints

Blueprint architecture Serial data integration

01 · Serial data

01 · Serial Data

Raw input from the Arduino is captured via serial communication and stored inside Unreal Engine. Reading voltage data sent over the wire translates physical controller actions into in-game events.

Input processing Control flow

Input processing · control flow

Input processing

Raw serial values pass through smoothing and dead-zone stages before being consumed — raw voltage from a 1987 cabinet is noisy, and the blueprints scrub it into something Unreal can trust.

Movement control and brake lights

02 · Chaos Vehicle — movement + brake lights

02 · Chaos Vehicle

Processed controller inputs feed into Unreal's Chaos Vehicle system — governing throttle, steering, and braking in real time. The cabinet speaks Unreal.

Debug code Debugging and calibration curves

Debugging · calibration tools

Debug & calibration

Overlays and snippets illustrate how we compensate for controller dead zones and unstable voltage readings — ensuring smooth, reliable gameplay across a forty-year-old cabinet.

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