Tennis League VR · H.I.P.
The shot is virtual.
The engagement is real.
From the swing of a racket to the urge to play again. A project where simulation and game design share the same court.

A project from our games studio
A good simulation
also needs to be playable.
Tennis League VR began as an indoor training idea and grew into an immersive video game.
The project combines ball physics with matches, drills and multiplayer modes. Its design challenge is to offer depth for players seeking control and an accessible entry point for those just getting started.
The game is distributed through the Meta Quest and PICO stores. AnotheReality is the developer and H.I.P. the publisher.
Two ways to take the court
The right level of control.
For the person playing.
Find your rhythm.
A more assisted experience lets players focus on the game. The design supports the first rallies and makes the connection between movement and response easy to grasp.
Make the shot your own.
More direct control of the ball demands greater precision. Slice, topspin and lobs become part of a challenge to explore through practice.

Beyond a single match
Try.
Improve.
Play again.
Career, practice and online play offer different motivations. Precision challenges and the ball machine focus on the stroke; multiplayer adds competition with other people.
Droid Rush changes the pace: the tennis swing becomes the mechanic for fending off advancing droids.
The visual choice
Style is part
of how it works.
Stylised environments, vivid colours and a clear view of the action shape the game’s identity. In VR, aesthetics and usability meet in every rally: players need to read the space while moving through it.
What does game design
bring to business projects?
Clear goals, timely feedback and progression also matter when the aim is to learn a procedure, explore a product or collaborate. The format changes; the attention to interaction remains.
Game design applied to learningFrom this project to your challenge
What should your
experience make possible?
Start with the actions, the audience and the context. Then build the rules that bring them together.

