John Sensebe’s Portfolio

A portfolio for John Sensebe, software engineer.

Jillian Michaels Fitness Adventure

Platform(s): Xbox 360

Role: Gameplay / Systems Engineer

Engine / Tech: n‑Space internal engine, Xbox 360, Kinect

Year: 2011


Overview

Jillian Michaels Fitness Adventure was my first project at n‑Space, my first Xbox 360 title, and my first Kinect game. n‑Space had never shipped a Kinect game before and had only released one Xbox 360 title, so I had to learn the engine, the console, and the Kinect hardware all at once. Despite that, I had the first Kinect gameplay working in under a week.

I wrote all foundational Kinect gameplay code and a large percentage of the overall gameplay systems. The design included exercises that Kinect’s skeletal tracking couldn’t handle, so I built a custom depth‑map comparison system that matched the player’s silhouette against Jillian Michaels’ motion‑capture data. This allowed the game to support poses and movements that were impossible to detect using skeletal tracking alone.

The Kinect was still new at the time, and the documentation was incomplete — especially for a project this ambitious. Much of the work required experimentation, reverse‑engineering behavior, and building systems that went beyond what the SDK officially supported.


My Responsibilities


Technical Highlights

1. Full Kinect Gameplay Implementation

Because n‑Space had no prior Kinect experience, I owned the entire Kinect gameplay pipeline:

This required deep understanding of Kinect’s quirks, noise patterns, and latency characteristics.


2. Custom Depth‑Map Comparison System

Many exercises in the design were not compatible with skeletal tracking, which struggled with:

To solve this, I built a system that:

This was advanced Kinect work, especially given the SDK’s early state.


3. Rapid Ramp‑Up on New Technology

This project required learning three unfamiliar systems at once:

Despite that, I delivered working Kinect gameplay in under a week, allowing the team to begin prototyping exercises immediately.


4. Early Xbox Avatar Integration

The original design included Xbox Avatar support. I implemented early versions of:

The feature was later cut due to a shift toward using the Jillian Michaels model (and mocap data) from the previous game and adopting a first‑person perspective for the player. Even so, the work demonstrates familiarity with multiple Xbox subsystems.


5. Working With Early Kinect Documentation

The Kinect SDK was still new, and documentation was:

Much of the project required experimentation, testing edge cases, and building systems that went beyond what the SDK officially supported.


Engineering Challenges


Outcome

I delivered the Kinect gameplay system for the entire project and implemented a large portion of the overall gameplay. I built custom depth‑map comparison technology to support exercises the Kinect SDK couldn’t handle, and I ramped up on new hardware and engine tech extremely quickly. The project was a major technical milestone and established n‑Space’s Kinect development capabilities.



← Back to Projects


© 2026 John Sensebe — Gameplay & Simulation Engineer