ITE Students Build New Games With Sony’s mocopi Motion Capture

Eight students from ITE College Central have used Sony’s mocopi motion-capture technology to develop two experimental games, including one in which two players jointly control a single character. The second-year Higher Nitec students built their prototypes in Singapore in under three months before joining a 12-day immersion in Tokyo, where they presented the projects to Sony’s extended-reality teams and used their feedback to refine the experiences.

Image: Sony
The students, studying Immersive Applications and Game, worked in two teams as part of an overseas industry attachment. Their projects explored how body movement could become a game controller.
Team Bot-Top created Bot-Top, a game in which two people share control of one avatar. One player handles upper-body actions such as aiming and shooting, while the other controls movement, direction and crouching.
The team split the motion-capture skeleton data and combined the players’ inputs. Sony says this was an experimental concept devised by ITE students, rather than a recommended or intended mocopi use, and it does not guarantee its performance, safety or suitability.
Team CapyCopi developed MatchRunner, a fitness-action game. Players jog on the spot or perform high knees to move forward, then change their pose to dodge obstacles while escaping zombies. The prototype tracks leg speed and body angle.
Both teams used mocopi’s 12-sensor Professional Mode with XYN Motion Studio, streaming movement data into Unity over UDP. The Bluetooth sensors weigh 8g each, allowing motion capture without cameras or bulky suits. Sony’s Unity Receiver Plugin and SDK helped connect the hardware to the games.
The students also used Google Gemini Pro for programming support as they built, tested and revised their prototypes. The work gave them practical experience in areas including rigging, retargeting and motion-data integration.
During the Tokyo visit, the students presented their games to Sony’s XR teams and refined them using the feedback. The case study describes student prototypes rather than a commercial game release.


