BESPOKE INTERACTIVE COSPLAY HARDWARE / LIVE CHARACTER PUPPETEERING

MAKE THE CHARACTER MOVE WITH YOU.

Custom wearable electronics, live facial tracking, responsive mechanisms and character-specific behaviour.

01 / LIVE TRACKING

FACE IN.
CHARACTER OUT.

Your camera is the input only. The tracker reads facial movement, normalises it into control signals, then drives a simulated LED character face on the right.

Video is processed locally in your browser. No microphone is requested.

LIVE CONTROL PIPELINE CAMERA → TRACKING → CHARACTER OUTPUT
01 / CAMERA INPUT
CAMERA OFF
LIVE BROWSER DEMO USE YOUR FACE. Camera permission is requested only after you click.
478 LANDMARK INPUT
02 / CHARACTER OUTPUT SIMULATED 64 × 32 LED MATRIX
EYES BROWS GAZE MOUTH
EXPRESSION MAPPING LIVE CHARACTER RESPONSE

Facial landmark inference runs on-device with MediaPipe. For best compatibility, use a Chromium-based browser. MediaPipe may send SDK performance and usage metrics to Google.

02 / POSSIBLE BUILDS

WHAT COULD
YOU BUILD?

The tracking system is only the input layer. The same control signals can drive screens, physical eyes, eyelids, jaws and other mechanisms built around the character.

Pikachu shoulder companion reference

Character/image © respective rights holders. Used here as visual reference.

ANIMATRONIC SHOULDER COMPANION

RESPONSIVE FAMILIARS

A shoulder-mounted companion could turn its head, blink, move its ears and react to nearby people using onboard tracking and proximity sensing. The same mechanism could be built around your own D&D familiar, original character or creature design.

Five Nights at Freddy's character reference

Character/image © respective rights holders. Used here as visual reference.

ANIMATRONIC CHARACTER HEADS

FNAF-STYLE BUILDS

Eyes, blinking, brows, jaws and other facial mechanisms can respond directly to the performer inside the head.

Three-eyed character reference

Character/image © respective rights holders. Used here as visual reference.

WEARABLE EYE MECHANISM

TRACKED THIRD EYES

A self-contained additional eye that follows the wearer’s gaze and blinks with them, styled around the character’s iris, pupil and surrounding anatomy.

Screen-faced character reference

Character/image © respective rights holders. Used here as visual reference.

LIVE DIGITAL FACES

SCREEN-FACED CHARACTERS

LED, LCD and television-style character faces can use the same live facial tracking demonstrated above, with visuals and behaviour built around the character.

Multi-eyed character reference

Character/image © respective rights holders. Used here as visual reference.

COORDINATED CHARACTER ANATOMY

MULTI-EYE CHARACTERS

Several physical eyes can share the wearer’s gaze and blinking, or use offset movement and timing to create character-specific behaviour.

Creature or character prop reference

Character/image © respective rights holders. Used here as visual reference.

RESPONSIVE MECHANISMS

MASKS, CREATURES + PROPS

Moving jaws, extra mouths, expressive lenses, creature features and other costume elements can be tied directly to performer input.

03 / SYSTEM

ONE FACE IN.
ONE CHARACTER OUT.

Each build can interpret the wearer differently. Expression signals can be literal, exaggerated, softened or remapped to fit the character.

01 Natural blinking

Eyelids, shutters or character eyes can follow the wearer.

02 Gaze + pupils

Eye direction can drive displays or physical moving eyes.

03 Independent expression

Brows, eyelids and other features can remain independently controllable.

04 Mouth state

Opening, shape and expression can drive jaws, mouths or animated faces.

05 Character mapping

The response is designed around the character rather than a generic preset.

06 Per-user calibration

Tracking and movement ranges are tuned around the actual wearer.

04 / BUILD PROCESS
01

CHARACTER REVIEW

Reference material, movement, proportions, physical constraints, fitting requirements and the visual rules of the character.

REFERENCE → BEHAVIOUR MAP → PHYSICAL ENVELOPE
02

BEHAVIOUR DESIGN

Decide how the performer controls the character: literal where useful, stylised where that creates a stronger effect.

INPUT → CONTROL SIGNAL → CHARACTER RESPONSE
03

FABRICATION + ELECTRONICS

Structure, displays or mechanisms, camera placement, electronics, power, mounting and serviceability are designed as one wearable system.

CAD → PRINT → FIT → WIRE → TEST
04

CALIBRATION + HANDOFF

Final fit and per-user calibration. Subtle and exaggerated inputs are tuned so the physical character responds correctly.

FIT → CALIBRATE → VALIDATE → DELIVER
05 / COMMISSIONS OPEN

GOT AN
IDEA?

I take on bespoke cosplay and character builds where tracking, electronics or mechanisms can make something normally static actually perform.

DISCUSS A BUILD ON DISCORD ↗
BESPOKE INTERACTIVE BUILDS PRICED PER PROJECT From compact tracked props to complete wearable character systems
tracked eyes + facial features screen-faced characters animated masks + helmets responsive props + mechanisms character-specific control mapping complete wearable systems