EYEPET is a family friendly digital pet experience built for the PlayStation 3 by SCE London Studio and published by Sony Computer Entertainment. It uses the PlayStation Eye camera to place a lifelike pet inside the viewer’s living room, making the creature look as if it shares the same space with real furniture and people. The pet watches, reacts to movement, and responds to touch, creating a sense that the audience is sharing a genuine space with a virtual companion. Players can even draw their own vehicles, planes, or other objects on paper and then see those drawings become interactive virtual objects on screen for the pet to explore and engage with. The interaction is designed to be intuitive: the more the player moves or speaks, the more lively the pet’s responses become. In practice this means a casual, social experience that can entertain a family during a quiet evening or a weekend gathering. The aim is to blend the tactile feel of a living room with the dynamic visuals of a digital pet, producing an effect that feels more immersive than a standard avatar perched on screen.
The EYEPET setup uses the PS3 hardware in tandem with the Eye camera to capture video and translate player actions into on screen responses. The result is a curious portrait of a digital friend that appears to exist in the room, reacting to real world cues such as light and movement. The concept invites family members of all ages to participate, encouraging a playful exchange that can involve several players at once. Drawing plays a central role: kids or adults can sketch on paper and then observe as the pet interacts with those drawings, turning simple lines into playful moments. This feature adds a layer of creativity and spontaneity, inviting improvisation and shared laughter as drawings are introduced into the on screen world. The experience is built around easy access and immediate feedback, so even newcomers can jump in without a long learning curve.
The topic has a broad appeal for households in North America that own a PlayStation 3 and the Eye camera, offering a lighthearted alternative to more traditional video games. It is not a high intensity title but rather a social, imaginative activity that can spark curiosity and conversation. The development team behind EYEPET sought to create a sense of presence rather than a distant avatar, a quality that can make the image feel almost tangible and part of the living space. While the premise is charming, the public reaction has been mixed. Some reviewers praised the novelty and warmth of the concept, while others found the gameplay depth lacking, ultimately rating the title at 2 out of 5.
In sum, EYEPET stands as a distinctive example of early interactive play that aimed to merge real space with digital characters. It shows how a camera, a console, and a few quick sketches can combine to produce a shared, playful presence in a family room. For families curious about how a digital companion can inhabit the same physical space, EYEPET offers a glimpse into how future casual experiences might bridge the gap between screen and sofa, between imagination and interaction.