MotionCraft Wordmark

We are seeking funds to build an Unreal Plugin, Game Blueprint, and reference architecture that incorporate 3-degree-of-freedom motion simulation into Epic games. We specifically plan to target non-automotive and non-aircraft motion simulation, including non-vehicular motion (walking, floating, environmental, etc) and theater mode (ambient, environmental).

See the Mindmap

Our Goals

Our goal for this grant focuses on the Epic Platform, Sigma Motion Systems hardware, and a simple game concept:

  1. Create an Unreal plugin that can be used to motion-enable new or existing games
  2. Support the Sigma Motion Systems DK2 and DK2+ platforms
  3. Create a game blueprint for a submarine game
  4. Create a game blueprint for a floating (boat on water) game
  5. Create setup instructions and CAD diagrams for a "home-build" physical platform
  6. Launch the plugin and games on the Epic Marketplace and Steam platform
  7. Offer reasonable commercial terms that will permit long-term support for the plugin and expansion onto other platforms

Challenges

We anticipate a number of challenges to this project, including:

Market Size

The addressable market for motion simulation is small relative to the overall gaming market, but growing. The market for motion-enabled games that are not racing or flight simulators is even smaller. There are a number of possible causes, but the most likely is that motion simulation hardware is costly (>$8,000 for the hardware itself) and bulky compared to (for example) relatively less-expensive and compact VR headsets.

We plan to create a reference architecture that can be used to build a motion simulation platform for less than $10,000.

VR Goggles

Support for VR goggles is already available in Unreal, and there are many games that use them. However, VR goggles that detect and react to the user's motion cause unique challenges to the game developer when it comes to motion simulation. Specifically, the goggles will detect the motion of the simulator and confuse that for motion of the user's head.

There are a few libraries that attempt to overcome this problem, but they are not mainstream.

4DOF+

Many motion simulation platforms exist that support 4 degrees of freedom (4DOF), or that support a different set of degrees of freedom. These platforms may or may not be compatible with our platform and pose unique challenges to the game developer.

We plan to use the Sigma Motion Systems platform as our reference architecture, but will use industry-standard protocols that should support other platforms. We anticipate that we will need to fine-tune the plugin and games for various platforms, or that those platforms will need to fine-tune their software to each game. This is likely to pose a significant challenge to widestream adoption of motion simulation technology, and we hope that this project will contribute a simplified model that will reduce customization in the long-term.

Console Support

Supporting consoles, phones, and other non-PC devices presents a challenge when communicating with motion simulation platforms. Network access, latency, and bandwidth are all factors that can affect the user experience or render the experience unviable. Access to devices across the internet, or through firewalls and NAT, are particularly challenging.

Most motion simulation platforms are designed for PC use, and we plan to use industry-standard protocols to support other devices. One of our stretch goals is to create a TCP reflector or STUN server to support devices across the internet.

Sources of Funds

Epic Megagrant

From the Epic website: Epic MegaGrants is a program that invests in promising new projects from our community as they push real-time 3D development to new heights.

Epic is also the parent company of Unreal Engine, the game engine that we will be targeting for this project. Unreal Engine is available at no cost to developers with a revenue of less than $1 million USD.

Reality Shift, Inc In-Kind

Reality Shift, Inc is a for-profit company focused on motion simulation and VR gaming. They are in the process of launching a Sim Racing Studio in Eugene, OR and view this project as a way to support the community while diversifying their revenue stream and keeping their minds busy with a project that is related to, but not conflicting with, their retail operation.

They are willing to provide access to their motion simulation hardware and expertise in exchange for a royalty on any revenue generated from the sale of the plugin and games. They are also providing administrative support and covering incidental startup expenses.

BitForest In-Kind

Bitforest is a 501(c)3 non-profit organization that has operated in the Eugene area, creating events for local game developers and enthusiasts. Starting from small gatherings in 2008, and growing into the larger community that exists today, we aim to keep building community connections between innovators, digital creators, those wishing to learn and teach, and the wider community; both locally to this corner of Oregon, and beyond.

Bitforest is providing loaned laptops to the developers on this project until the project is able to generate revenue or obtain additional funding.

Use of Funds

Hardware

Hardware for this project is being provided via in-kind donations:

  • Sigma Motion Systems DK2+ motion simulation platform provided by Reality Shift, Inc.
  • Laptops provided by BitForest

Development

Development effort for this project will be provided by the core team, with additional in-kind support from Reality Shift, Inc.

  • Plugin Development
  • Game Development
  • Plugin Documentation
  • Publishing Efforts

Documentation

A major component of this project will be documentation and tutorials to help developers get started with motion simulation.

This documentation will be available for free on the web and will be licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.

We will also be creating a video series to help developers get started with motion simulation.

Publishing

Publishing costs for this project are being supplied via investment from Reality Shift, Inc. These costs include:

  • Epic Marketplace listing fees
  • Steam listing fees
  • Website hosting fees
  • Licensing for 3D assets
  • Licensing for Audio assets

Project Plan

gantt
    dateFormat YYYY-MM-DD
    title Project Timeline

    section Epic Megagrant
    Grant Writing :active, grant_writing, 2025-02-12, 2025-04-14
    Grant Submission :grant_submission, after grant_writing, 2025-07-01

    section Requirements Gathering and Planning
    Plugin Requirements :plugin_requirements, after grant_submission, 15d
    Game Requirements :game_requirements, after plugin_requirements, 15d

    section Core Plugin development
    Plugin Development :plugin_dev, after plugin_requirements, 45d

    section Game development
    Game Development :game_dev, after game_requirements, 60d
    Hardware Integration and Testing :hardware, after game_dev plugin_dev, 45d

    section Documentation and Release
    Documentation :doc, after hardware, 30d
    Video Series :video, after hardware doc, 30d
    Plugin Release :plugin_release, after doc, 15d
    Game Release :game_release, after video, 30d
  

Technical Approach

There are several existing open-source motion simulation projects in varying stages of development and states of support. Most of these projects are either abandoned or not well-documented, and the most full-featured and supported projects are academic in nature. The projects are largely sim-racing focused, with flight simulation being well represented.

MotionCraft, by contrast, intends to focus on a broader range of motion simulation scenarios, including submarine and boat games, walking, fighting, combat scenarios, and the like. Our goal will be to create a plugin that can be used to motion-enable new or existing games that are not vehicle or flight-oriented. The plugin will be designed to be as simple as possible to use and will be focused on features that enhance the player experience rather than focusing on realism or fidelity.

Our first game will be a submarine game, and our second game will be a boat game. Both experiences will be focused on player experience and exploration. As such, the simulated range of motion will be primarily within the physical range of the motion simulation platform.

Once complete, the plugin will be available in a freemium model on the Epic Marketplace. The game(s) will be available for purchase on the Epic Marketplace and Steam at a price that will contribute to the cost of publishing and hosting. Although the games will be playable without motion simulation hardware, the experience will be enhanced by the use of Sigma Motion Systems simulation hardware.

To encourage the use of the plugin and games, we will be creating a video series that will walk developers through the process of motion-enabling their games.

We will also be creating a documentation site and video series to walk end-users through the process of motion-enabling their gaming rig.

Stretch Goals

TCP Reflector — A TCP reflector or STUN server to support devices across the internet. This would incur hosting and support costs, and would be part of the paid license for the plugin.

Console Support — Support for consoles, phones, and other non-PC devices. This would incur additional development costs, and would be part of the paid license for the plugin.

4DOF+ Support — Support for 4 degrees of freedom (4DOF), or that support a different set of degrees of freedom. This would incur additional development costs, and would be part of the paid license for the plugin.

VR Goggles — Support for VR goggles. This would incur additional development costs, and would be part of the paid license for the plugin.

Additional Games — Additional games that are not vehicle or flight-oriented. This would incur additional development costs, and would be part of the paid license for the plugin.

Additional Documentation — Additional documentation and tutorials to help developers get started with motion simulation. This would incur additional development costs, and would be part of the paid license for the plugin.

Additional Video Series — Additional video series to help developers get started with motion simulation. This would incur additional development costs, and would be part of the paid license for the plugin.

Special Needs — We believe there is a market for motion simulation experiences that are designed for special needs, including: Autistic (sensory-sensitive), elderly, and handicapped players. Each of these markets presents unique challenges and opportunities, and we believe that there is an existing and growing market for home motion simulation experiences that go beyond that "GT-racing" seated experience.

The Team

People

Ernest Lessenger

Ernest Lessenger is a Software Architect, Business Analyst, and Developer with 20 years of experience in IT management and consulting. He received his master's degree in Business Administration from Rice University, and has a Bachelor of Science degree in Technical Writing from Carnegie-Mellon University. His experience spans the range of IT needs from low-level network and infrastructure management to software requirements gathering, design, and implementation/development.

Vance Naegle

Supporting Organizations

Reality Shift, Inc

Reality Shift, Inc

Reality Shift Inc is the parent company for The Braking Zone Sim Racing Studio. We are a team of racing enthusiasts who happen to have a deep background in software development and engineering.

The Braking Zone is a full-motion racing simulator studio ("Sim Center") targeting motorsports enthusiasts who have, or aspire to have, real-world racing experience. The business offers a unique experience with high-end racing simulators, 3DOF motion, and haptic feedback to recreate the physical sensations of driving. The Braking Zone is currently open for business in the Whiteaker District of Eugene, Oregon.

BitForest

Bitforest is a 501(c)3 non-profit organization that has operated in the Eugene area, creating events for local game developers and enthusiasts. Starting from small gatherings in 2008, and growing into the larger community that exists today, we aim to keep building community connections between innovators, digital creators, those wishing to learn and teach, and the wider community; both locally to this corner of Oregon, and beyond.

Sigma Motion Systems

Sigma Integrale is a technology, research and development company for the automotive and truck markets. As a technology company, we are continuously investing in new technologies to improve the level of service and experience for our diverse clients.

They are the American-based manufacturer of the DK2 and DK2+ motion simulation platforms. Unlike most motion simulation platforms, the DK series provides high quality and responsive motion simulation at a relatively low cost and with an easy-to-install and maintain physical design.