Between Steps

In development

A mountaineering game about a guide and a climber, with Joy-Con stepping input and a story based on my climbing experiences.

Project
Personal project
Engine
Unity
Focus
Embodied movement · Companionship
Explore the gameplay
Summit wind · Unity development capture

Gameplay

Joy-Con walking

Players use Joy-Con stepping input to travel along a mountain route with a companion.

Each accepted input triggers a complete step. Movement timing and character gait need to agree so the visible motion matches the distance travelled.

A line of individual footprints left in the snow during a Between Steps trail test
Foot contact · Snow trail test
Movement and feedback
  1. Step

    Trigger a physical movement.

  2. Traverse

    Coordinate travel and character gait.

  3. Foot contact

    Connect foot contact to the snow.

Design focus

Step timing and terrain

Step timing coordinates forward travel with the character’s gait, while terrain contact informs the walking pose.

Explore character movement ↗

Guide and climber

The story follows a guide and a climber travelling together.

Follow the journey ↗

Footprints and snow trails

Footprints and snow trails make movement visible in the environment.

Explore snow interaction ↗

Route & narrative

Mountain route

The route follows the guide and climber through a mountain environment. Terrain and character placement are used to indicate where to move next.

Mountaineering references

The story draws on my mountaineering experiences and is intended to connect the fictional climb with real footage.

Technical implementation

Character movement

The movement work combines companion following and procedural animation. The challenge is to coordinate route movement, gait timing and terrain contact.

I use each accepted Joy-Con trigger to advance a full step rather than mapping every controller change directly to movement.

Movement scope

The prototype uses triggered steps, not continuous leg-angle tracking. Physical-device tuning is still in progress.

Snow interaction

Footprints are placed from foot contact rather than a fixed timer. This ties each snow mark to the animation’s contact point instead of the character’s general movement speed.

Between Steps snow trail development preview
Snow trail · Development preview

In development

Current work focuses on step timing on snow and keeping the companion in sight along the route. Physical-device tuning is ongoing.