Beast of Prey

The ideal combination of sports and virtual reality

By Nikola Merkas · 5 min. read · Last updated: 5/6/2026

Short Description

The project “Beast of Prey” is a virtual reality game for the fitness industry, developed using Unreal Engine. Originally started as an experiment, the game aims to explore whether and how virtual reality can enhance the training experience in fitness studios.

Client Request

At the beginning of the collaboration, the client had acquired a KATWALK VR via Kickstarter. The hardware was still in a prototype stage and was intended to test initial possibilities for applications in the fitness sector. The goal was to provide visitors of MyGym (The Club of the Future) with a globally unique experience. The challenge was that the included software had only limited applicability in the sports domain. To solve this problem, a custom game production was to be developed specifically for MyGym.

Game View

The screenshot shows in-game graphics from “Beast Of Prey”. The game was developed by us using Unreal Engine for the KAT VR system

What is KATWALK VR?

KAT VR is a company specializing in the development of virtual reality (VR) technologies, particularly in the field of locomotion. The company is known for developing the KAT WALK, a commercial VR treadmill that allows users to physically walk and run in virtual environments.

KAT VR’s technology was designed to create a more immersive VR experience by enabling users to move freely and interact naturally with their virtual surroundings. The KAT WALK uses a combination of sensors and motion-tracking technology to translate the user’s physical movements into corresponding movements in the virtual world, resulting in a more realistic and engaging experience.

In addition to the KAT WALK, KAT VR also develops other VR technologies such as motion controllers and VR headsets, as well as software and applications for a wide range of VR use cases, including gaming, training, and simulations.

Goals

The following aspects were of high importance to the client:

  • The player should be able to walk, run, jump, and hunt in the virtual environment
  • High-quality asset production
  • The game should minimize motion sickness
  • High-end graphics
  • A unique setting tailored to the needs of athletic players

Roles

The development of virtual reality (VR) games is a complex process that requires collaboration between different roles with diverse skill sets. Here are some of the roles involved in Beast Of Prey:

Game Designer

This role is responsible for developing the game concept, designing game mechanics, creating levels, and defining the overall user experience. They work closely with other team members to ensure the game is fun, engaging, and challenging.

3D Artists

3D artists create the 3D models, textures, and animations of the game. They are responsible for making the game look as realistic and immersive as possible. They collaborate with the game designer to design characters, objects, and environments.

Programmer

Programmers are responsible for writing the code that makes the game function. They work with the game designer to implement mechanics, physics, and the user interface. They also collaborate closely with 3D artists to integrate graphics into the game.

Project Manager

The project manager is responsible for coordinating the work of different team members and ensuring the project is completed on time and within budget. They work closely with the game designer to define milestones, manage resources, and mitigate potential issues.

Practical Use

The Beast Of Prey virtual reality (VR) project was developed for use in a fitness studio but ultimately proved unsuccessful. The VR system was intended to provide gym visitors with an immersive and engaging experience, allowing them to train in virtual environments and interact with virtual objects and challenges.

However, the project faced several challenges that hindered its success. Firstly, the VR system was not suitable for use in a busy fitness studio, as it required significant space and setup time. Additionally, users reported discomfort and disorientation while using the system, reducing its intended fitness benefits.

Furthermore, the costs of implementing and maintaining the VR system were high, making it impractical for many gym operators. As a result, the project was ultimately deemed unprofitable for use in fitness studios and was discontinued.

Conclusion

Despite the challenges faced by the VR project in a fitness studio context, there were several positive aspects.

One major advantage was the system’s potential to provide gym visitors with a unique and engaging workout experience. By allowing users to train in virtual environments and interact with virtual objects and challenges, the system had the potential to make training more enjoyable and motivating.

The project also demonstrated the potential of VR technology for a wide range of applications beyond gaming and entertainment. It could have offered an innovative and engaging way for people to stay active, highlighting the versatility of VR technologies. ::

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