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Chartrise

A hands-first mixed reality RTS that turns your table into a battlefield: select units, give orders and build a base with your hands, and switch between a flat map, a tabletop diorama and a surrounding battlefield mid-fight.

Author: Sushant Srikrish
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Description

Chartrise is a hands-first mixed reality real-time strategy game for Meta Quest 3, PICO 4 Ultra, Apple Vision Pro and other XR devices that support MR. It is a gift for the kid in us who imagined toy armies and miniature worlds coming alive: a little battlefield on your own table, with you as its commander.

One battle, three views. SCREEN presents the battlefield as a flat tactical view on your desk. HOLO raises the same world into a 3D tabletop diorama. DIVE surrounds you with a much larger battlefield from a seated command post. The simulation keeps running and your orders persist as you change perspective.

Use your hands to select units, issue orders, construct a base, gather resources and command an army against an AI opponent across the islands and stone bridges of Harbour Delta. Slide a flat palm to explore the map and use the tabletop command deck to manage your forces. Placement is adjustable to fit smaller clear desk areas, though a larger surface is recommended.

The playable prototype includes guided onboarding, a tutorial and a skirmish, built in Unity with Meta Quest hand tracking. Tripo generated the unit and structure models and rigged and animated the Wright builder, and Blender was used to process and optimize the assets. World Labs panoramas provide the DIVE sky and a harbor-globe presentation, while the playable terrain, game rules and interactions are authored in the project. The Unity project was started on October 3, 2026, and its core systems were developed for this entry.

The goal is to make strategy feel tangible: a world you can command with your hands, watch rise from your table and see from within.

How Tripo was used

Tripo is a core part of the playable RTS rather than a separate model showcase.

  • Units, structures and objective props: generated with Tripo from project-prompted style frames.
  • The Wright builder: Tripo also produced its rig and animation clips.
  • Refined in Blender: the author adjusted scale, reduced meshes, baked textures, separated moving parts and built LODs for standalone Quest.
  • One set, three views: the same assets work across SCREEN, HOLO and DIVE.

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