Inspiration
We grew up pretending to fight with imaginary laser swords. With Spectacles, we wanted to turn that childhood fantasy into something you can actually see, wear, and experience in the real world—side by side with a friend, in the same physical space.
What it does
We grew up pretending to fight with imaginary laser swords, broomsticks, and plastic toys. With Spectacles 2024, we wanted to turn that childhood fantasy into something you can actually see, wear, and experience in the real world—side by side with a friend, in the same physical space.
How we built it
The Lens turns a specific real-world into a sci-fi duel zone. The user wears Spectacles and sees a virtual energy saber anchored to their phone in first person. They can choose different hilts and colors so the saber feels personal, and see their friend’s saber and presence in the same space. The focus of this version is the feeling of “I finally have my own saber in real life,” in a shared, hands-free AR environment.
Challenges we ran into
We built the experience for Spectacles using spatial tracking, phone anchoring, and world-locked content to keep sabers stable in the environment. We defined a fixed playspace and attached customizable saber models and materials to the user’s hand so they are visible from a natural first-person view. UI is kept minimal to let the AR moment feel easy and physical.
Accomplishments that we're proud of
The main challenges were achieving stable, believable phone anchoring, aligning the saber to feel natural from a first-person perspective, and working within time and device constraints while exploring multiplayer.
What we learned
We’re proud that the prototype already delivers that “I’m really holding a saber” moment in Spectacles. We managed to create a clean, immersive experience that feels like a strong foundation for deeper mechanics without overloading the user.
What's next for Star Real
We learned how important it is to design AR for comfort, clarity, and simplicity on Spectacles, especially in shared spaces. We also learned to prioritize: getting tracking, presence, and embodiment right first makes it much easier to later layer in mechanics like collisions, durability, and scoring in a meaningful way.

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