AI Project:
Fruit Ninja AR
Jan 8, 2024
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An AR Fruit Ninja game you play with your hands
No mouse. No taps.
Just move your hand through the air to slice.
Your webcam tracks your motion, your finger becomes the blade.
How it came together
I didn’t start by building the full game.
I started by asking one question:
Can I even track a hand reliably enough to slice?
So I stripped everything down and tested just the tracking.
A few of the iterations
Started with simple circles instead of fruits → just to validate slicing detection
Once that worked, replaced them with actual fruits
Used fruit emojis instead of designing assets → instant high-res visuals, zero design time
Tweaked fruit size and speed multiple times to make slicing feel satisfying
Added a trail to the hand → gives visual feedback for slicing motion
Replaced “Start” click with a swipe interaction → slide to begin using your hand
Added bombs to introduce risk and decision-making
Introduced a 3-life system → miss or hit a bomb, you lose a life
Added scoring to complete the game loop
Big challenges
Validating the core interaction first
Instead of jumping into visuals, I focused only on tracking accuracy.
If slicing didn’t feel right, nothing else mattered.


Making onboarding feel natural
Instead of a button click, I used a hand swipe to start the game.
It doubles as onboarding, users instantly understand how to interact.



Making slicing feel real
Fruit slicing wasn’t straightforward.
Emojis had to split and move in a way that actually feels like a cut.
Getting that motion right took iteration, but that’s what makes it satisfying.

Balancing speed vs control
Too fast → frustrating
Too slow → boring
Finding the right speed + size combo took multiple iterations to feel right.
Making it feel like a real game
Without stakes, it felt like a demo.
Bombs, lives, and scoring turned it into an actual game.
Try it
→ Works best on desktop with good lighting
→ Move your hand through fruits to slice
→ Avoid bombs. You get 3 lives




