Research & experimentation
VR locomotion & navigation
48 playable, documented prototypes exploring how players move through virtual space, with comfort and user testing at the center.
A research program, not a single mechanic
I led an Oculus-contracted Crytek program producing 48 playable and documented locomotion and navigation prototypes. The work explored movement and spatial interaction through a repeatable cycle of hypotheses, prototype design, user testing, and evaluation.
Comfort as a design constraint
Motion sickness and vestibular discomfort were central questions. I used test findings to advance or reject concepts, treating the physical experience of movement as part of the design problem rather than a secondary usability concern.
Knowledge the team could use
The output included playable prototypes, documentation, videos, and presentations. This research work is distinct from my shipped VR game contributions to Robinson: The Journey and The Climb.

