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Edge of Nowhere key art

INSOMNIAC GAMES · 2016

Edge of
Nowhere

VR DESIGNWORLD PATHGAMEPLAY MECHANICS

THE WORK

Finding a comfortable
path through VR.

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.

ROLE
Designer
STUDIO
Insomniac Games
FOCUS
VR Comfort · World Path · Ice Climbing
VR WORLD DESIGN

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.

MECHANIC DESIGN

Ice Climbing

Led the design of the ice-climbing mechanic in close collaboration with a programmer, iterating on movement, feedback, and usability until the feature shipped.

GAMEPLAY SHOWCASE

Comfort, tension,
and ascent.

This gameplay example shows the world path and ice-climbing mechanic working together within the final VR experience.

EDGE OF NOWHERE GAMEPLAYWatch on YouTube ↗

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