VR-first interaction, comfort and game feel
Virtual reality development begins with the player's body, reach, attention and available space. We design interaction as part of the core loop, with spatial feedback, traversal, object handling and input rules evaluated in the headset rather than adapted from flat-screen controls at the end.
Comfort is a product constraint. Locomotion, camera behavior, acceleration, scale and visual density must work together for the intended audience and session length. Prototypes test those assumptions early, while interaction systems remain data-driven enough for designers to tune them through production.
- Tracked interaction and spatial feedback
- Traversal and comfort options
- VR-first gameplay systems
- On-headset design validation
