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Interactive AR Walk Cycle with Adobe Aero

Role: AR/Motion Designer
Tools: Adobe Aero, Directable Characters, Mixamo
Timeline: 1–2 days

Project Overview

This project explores spatial animation and character behavior in augmented reality using Adobe Aero’s Directable Characters. The focus was to create a smooth, loopable walk cycle that users could place and interact with in real-world environments.

Objective

Design and implement a walk cycle using AR characters, testing how motion, direction, and environment placementaffect user experience and believability in mixed-reality spaces.

Design Process

I started by defining a simple interaction goal: create an AR experience where a character could walk naturally across a physical space. The purpose was to test motion realism, user interaction, and spatial anchoring in mobile AR.
 

Setup & Implementation

  • Imported a character from Aero’s built-in Directable Characters library.

  • Applied the Walk To behavior to animate the character from one point to another.

  • Used tap-to-move and launch behaviors to trigger the animation, allowing the user to initiate the walk.

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Prototyping & Testing

  • Observed how users reacted to the character’s pacing and path

  • Learned that walk speed and turning angles strongly affect the sense of realism

  • Noticed that open floor areas improve spatial placement and scale perception

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Results + Reflections

Walk cycle worked well across environments

Useful exercise in thinking about motion as UX in space — not just screen-based design

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Learned:

  • Spatial pacing needs to account for human scale

  • AR characters feel more alive when they react to user triggers or context

  • Even without game mechanics, motion alone can create narrative moments in AR

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