🚀 Inspiration

We’re living in the era of AI evolution — where visionary bosses expect 10x productivity from a hallucinating chatbot, and employees are tired of hearing the word “AI” in every meeting.

So we built a digital Rage Room for the AI age.

Our goal was simple: turn this collective, intangible frustration into something very tangible — the oddly satisfying experience of a physically-controlled virtual slap game - inspired by Rose & Camellia Collection Switch game.


🕹️ What It Does

OmniCorp is an interactive web game where users use their real hands (via webcam) to slap hyper-stereotypical corporate AI characters who embody every buzzword-driven nightmare.


🛠️ How We Built It

The Core

  • React 19 + TypeScript, bundled with Vite 6 for lightning-fast HMR
  • MediaPipe Tasks Vision → real-time, in-browser skeletal hand tracking
  • Tailwind CSS → deliberately cursed Windows 95 enterprise UI
  • Gemini → “Corporate Insult” generation
  • ElevenLabs API → realistic character voice-overs
  • DALL·E → character assets in a retro PC-98 anime style

Yes, AI helped us build a game about hating AI.


⚔️ Challenges We Ran Into

1. Asset Consistency

Generating the same character across multiple emotional states (Idle, Attack, Damaged) is surprisingly hard with generative models using API.

Maintaining visual identity across states required careful prompt engineering and iterative refinement.

2. The Sensory Loop

A slap isn’t satisfying without sound and the right animation.

We had to perfectly sync:

  • collision detection
  • ElevenLabs voice lines
  • “Bass” impact SFX

to achieve a genuinely dopamine-grade feedback loop.


🏆 Accomplishments We’re Proud Of

  • Real-time, browser-based hand detection
  • Sub-100ms interaction loop between vision → physics → audio
  • Turning corporate burnout into a playable mechanic

📚 What We Learned

  • End-to-end generation of game assets using AI tools
  • Moving from 2D asset generation to full scene composition
  • Implementing a face-to-face slap battle by adjusting character sprite depth for better perception
  • Using ElevenLabs TTS via scripting for dynamic voice generation
  • Applying professional game design principles to improve user feedback and flow

🔮 What’s Next for OmniCorp

To make the game less repetitive and more engaging:

  • Live dialogue generation using LLMs
  • On-the-fly text-to-speech with ElevenLabs for fully dynamic characters

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