INSOMNIAC GAMES · 2016
Edge of
Nowhere
VR DESIGNWORLD PATHGAMEPLAY MECHANICS
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
GAMEPLAY SHOWCASEComfort, tension,
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 ↗