UX Design
This video showcases a range of interaction-based user experiences; from technical requirements for serious subject matter to emotionally-driven, immersive storytelling and task-based narrative design.
As early adopters of VR, we had the creative freedom to invent new ways of interacting with digital environments. Over time, as hardware evolved and consumer VR became more widespread, we saw a shift: more polished examples emerged, driven by increased user research and best practices from game studios.
Tools like ShapesXR became invaluable, allowing us to prototype spatial navigation, test end-to-end user flows, and rapidly validate and refine ideas. As these workflows matured, we began to reference successful material and approaches from popular VR titles, reducing risk and development overhead through thoughtful design and planning.
UX Design
This video showcases a range of interaction-based user experiences; from technical requirements for serious subject matter to emotionally-driven, immersive storytelling and task-based narrative design.
As early adopters of VR, we had the creative freedom to invent new ways of interacting with digital environments. Over time, as hardware evolved and consumer VR became more widespread, we saw a shift: more polished examples emerged, driven by increased user research and best practices from game studios.
Tools like ShapesXR became invaluable, allowing us to prototype spatial navigation, test end-to-end user flows, and rapidly validate and refine ideas. As these workflows matured, we began to reference successful material and approaches from popular VR titles, reducing risk and development overhead through thoughtful design and planning.
UX Design
This video showcases a range of interaction-based user experiences; from technical requirements for serious subject matter to emotionally-driven, immersive storytelling and task-based narrative design.
As early adopters of VR, we had the creative freedom to invent new ways of interacting with digital environments. Over time, as hardware evolved and consumer VR became more widespread, we saw a shift: more polished examples emerged, driven by increased user research and best practices from game studios.
Tools like ShapesXR became invaluable, allowing us to prototype spatial navigation, test end-to-end user flows, and rapidly validate and refine ideas. As these workflows matured, we began to reference successful material and approaches from popular VR titles, reducing risk and development overhead through thoughtful design and planning.