Comfort-Led Pathing
Translated the team's VR comfort research into the path through the world, deliberately controlling movement, framing, direction changes, and spatial progression to minimize nausea.
INSOMNIAC GAMES · 2016
THE WORK
Edge of Nowhere was an Oculus launch title created when comfortable third-person movement in VR was still largely unexplored. The team tested and studied what caused discomfort—and what minimized nausea—throughout development.
I designed the player's path through the world around those findings, shaping routes, sightlines, turns, elevation changes, and pacing to deliver the strongest possible sense of movement while preserving player comfort.
Translated the team's VR comfort research into the path through the world, deliberately controlling movement, framing, direction changes, and spatial progression to minimize nausea.
Led the design of the ice-climbing mechanic in close collaboration with a programmer, iterating on movement, feedback, and usability until the feature shipped.
This gameplay example shows the world path and ice-climbing mechanic working together within the final VR experience.
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