Motion Sword

A real-time game that turns any webcam into a controller using pose estimation and low-latency motion tracking.

Role
ML Engineer
Focus
CV · Pose · Real-time

Building a vision controller around speed, precision and play.

The challenge

Motion control shouldn't feel like waiting for the screen.

Webcam tracking usually adds lag, loses the hands in fast swings and breaks when the lighting changes.

The goal was to build a tracker that runs in real time on a laptop and keeps the sword in sync with the player.

Medixy interface overview

Understanding the data

Less latency. Better control.

The pipeline was tuned around the fast moments where players need the most precision.

Instead of tracking every joint equally, the model focuses on the wrists, arms and sword angle.

Medixy research
Data
Medixy user flow
System flow

The model

Real-time vision for a physical game.

A lightweight pose model runs in the browser; a Kalman filter smooths the keypoints to keep movement stable and responsive.

Gesture detection was built on velocity and angle features, tested across players, rooms and lighting.

Medixy user interface
Medixy screen
Medixy screen

The model

Real-time vision for a physical game.

A lightweight pose model runs in the browser; a Kalman filter smooths the keypoints to keep movement stable and responsive.

Gesture detection was built on velocity and angle features, tested across players, rooms and lighting.

Pipeline

01
Explore
Frame the ML task, metrics and data constraints.
02
Prepare
Clean, label and split the data into solid datasets.
03
Train
Train strong baselines, then iterate on the model.
04
Ship
Evaluate, deploy and watch for drift in production.
Outcome

Fast
by design.

The final game brings pose estimation, motion smoothing and gesture recognition together into one playable experience.

The main engineering rule remained consistent throughout the project: cut latency without cutting accuracy.

Medixy final product