Technical Briefing — Classified

Wearable-Native
Game Design

Built for the platform. Not ported to it.

Motion Interaction Protocol

The Body is
the Controller

Vector Grid games use the accelerometer as the primary input device. The device is held in both hands — a miniature control console. Tilt toward you to climb. Tilt away to dive. Roll left or right to turn.

On launch, the system captures your neutral orientation. All input is relative to that zero point. Every player gets a personalised calibration. Every session starts fresh.

There are no buttons to learn. There is no tutorial. The interaction is immediate, physical, and intuitive.

Tilt control interaction diagram
Precision Tuning — Classified Specification

Engineered for the Wrist

Calibrated Neutral

Fresh neutral orientation captured on every session. All tilt input is offset from your starting position, not from absolute gravity. Works in any posture.

Deadzone Filtering

A 0.4-unit sensor deadzone eliminates micro-jitter. The flight feels smooth because the physics are smooth — not because the input is artificially sluggish.

Dual-Axis Mapping

Yaw and pitch are independent axes mapped to independent sensor deltas. Banking and climbing are simultaneous. Diagonal inputs decompose cleanly.

Haptic Feedback

Five distinct haptic patterns. 12ms on weapon fire. 120ms on player hit. 400ms on death. The hardware is expressive — the feedback layer uses all of it.

Render Pipeline — CPU Rasterisation

30fps.
Legacy hardware.
No GPU.

No game engine. No OpenGL. No GPU pipeline. Pure CPU rasterisation — drawLine() calls batched inside a 33ms handler loop. Right-handed 3D coordinate system. Yaw-then-pitch camera transforms. Perspective projection with dynamic focal length.

Primary development device: 2016 legacy hardware. A deliberate choice — if it holds 30fps on the floor, it holds everywhere.

APK size: ~2.6MB. APK. Not gigabytes. Megabytes.

Render Specification
RendererAndroid Canvas 2D
Frame rate30fps (33ms loop)
ProjectionPerspective (W × 0.475)
Near / Far plane4 / 2,800 units
Coordinate systemRight-handed 3D
Display400×400, circular
APK size~2.6 MB
Platform Direction — Active

Built for
Every Wrist

Vector Grid is not a watch game. It is a wearable-native interaction platform. The design language — motion as input, tiny screen as display surface, physical immediacy as the core mechanic — is hardware-agnostic.

The first release runs on Wear OS. Apple Watch support is coming. The engine architecture was designed for this from the start.

The long-term goal: any wearable device with a sensor and a screen is a potential Vector Grid platform.

Wear OS
Active — Interceptor testing
Apple Watch
Coming soon
Future platforms
Classified