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A body-controlled game in development

Move.
Play.

The iPhone reads movement on-device and turns it into game input. Camera frames stay on the phone.

Internal iPhone prototype. No public TestFlight invite or App Store listing.

Motion Maker running in the internal iPhone build

One mechanic

The body is the controller.

The iPhone reads pose locally and drives the game. A keyboard debug path exists for the web renderer, not as the product.

Motion Maker enlarged: a score, three hearts, swords and obstacles above an orange ball the player steers by moving

A working build.The phone tracks the body and renders the game. Only that rendered screen is mirrored to a TV.

Motion · iPhone · internal build

On the phone

Camera frames stay on the phone.

Vision extracts pose on-device. Screen mirroring sends the rendered game to a TV; Motion does not upload the camera stream.

iPhone
Reads pose on-device and renders the game.
Always
TV
Only the rendered game, through the system's own screen mirroring.
Optional
Motion servers
No Motion account and no uploaded camera stream.
None

Motion may fit if

you want active, social play on a larger screen without buying a dedicated motion-console system, and you understand that the control loop is unfinished.

It is not

a public beta, a shipped App Store game, a wearable sensor kit, or a cloud camera service.

Before you move.

Does video go to a server?
No. Tracking runs on the iPhone. Mirroring uses the system screen, not our servers.
Is it on the App Store?
Not yet. This site will not show Apple’s App Store badge until a live apps.apple.com page exists.
Do I need extra hardware?
An iPhone. A TV is optional if you already know how to mirror a screen.

Move.
Keep the camera.

The internal iPhone build runs. Its physical control feel and fun still need testing on a real device.

Illustrative artwork