A Crash Course in Designing for Virtual Reality. Or Why Laser Pointers Suck and We Can Do Better
Super MAGFest 2025 - Schedule Page
Follow up and Further Reading
Articles
- My Notes on Perceiving Space: Vision
- My Notes on Perceiving Space: Audio
- My Notes on Teleportation
- The UX of LEGO Interface Panels - More on the B-17 Anecdote from a design perspective. A great discussion of UX design that applies to VR design.
- Fitts Law
- Introduction to Sound Design for Virtual Reality Games - Julius Nuora, 2018 Bachelor’s thesis.
- Voices of VR#1281: Mixed Reality Gameplay Innovations & Design Insights from “Starship Home” - Kent Bye with Starship Home Co-Directors Mark Schramm & Ashley Pinnick
- Starship Home and the Future of Mixed Reality
- Unity Audio Spatializer SDK - Unity Manual page
Talks
- There’s More To It Than Shoving Photons In Your Face - Omer Shapira - WEIRD REALITY: Head-Mounted Art && Code - A great ‘You Don’t get depth for Free’ Talk
- Fantastic Contraption or Why VR Menus Suck - ‘floor scale VR’, around-the-body grab shortcuts, diagetic and joyful menus
- Job Simulator to Vacation Simulator: Advanced Interactions for Room-Scale VR
- Rick and Morty: Virtual Rick-ality Postmortem: VR Lessons burrrp Learned
- Playtesting VR: Brownboxing, Spycams, and Fuzzy Rugs
Books
- Game Feel by Steve Swink
- Hamlet on the Holodeck: The Future of Narrative in Cyberspace by Janet H. Murray
- Creating Augmented and Virtual Realities by Erin Pangilinan, Steve Lukas, Vasanth Mohan
- The Design of Everyday Things by Donald Norman
Mentioned Games
- Starship Home - Make it Goopy! Make it Magical. Mixed Reality is pretty great for establishing depth cues.
- Beat Saber - Let Users Choose Color.
- Tetris Effect - Periphery and Design of output over design of input. My favorite VR Game.
- Nock - Core Interaction Emphasis. Menu is Gameplay.
- Rumble (Quest) - Diagetic Menu. Constrianed Tangible Interfaces. Pose and Feel.
- Vacation Simulator - Zone based Teleportation, adjustable height tables.
- Honestly check out all of Owlchemy Labs games, they might be the best at accessibility considerations and VR Design.
- Cubism VR - Subtle Depth Cues in Void.
- Laserdance - Not out yet but… cmon. Design for Kinesthetics!
- Moss and Moss 2 - Abundant depth cues. Diorama scale. Outputs over novel inputs.
- Tea For God (Release Press) - Incredible redirected walking/non-euclidean spaces for locomotion.
- The Lab - Valve’s design experiments. Various interesting design ideas.
- CoasterMania - Floor scale. Just show the controls on the controller.
- Bam - Controls on the controller. Diorama scale.
- Puzzling Palces - I made fun of it for showing a flat image of a controller in VR, but it’s a really great game!
- Little Cities - Just lets me push a button with my hand, I don’t have to use a laser pointer. Floor scale.
- Half-Life: Alyx - Hands to communicate role play.
- Broken Edge - Core Interaction Emphasis.
- Until You Fall. Encourage Movement. Hide teleportation under actions. Aggressive Vignetting.
- Trombone Champ: Unflattened - Kinesthetic. Silly. Dust Motes.
Other
- Mouse Car - My ‘Ironic Design Execution’ project to control your computer mouse like a car. It’s Intuitive!
- Redirected Walking
- Learning to Do Design Thinking for Immersive Experiences
- Logitech MX Ink - VR Stylus for Quest