The Secret to ‘Beat Saber’s’ Fun Isn’t What You Think – Inside XR Design

Our series Inside XR Design highlights and unpacks examples of great XR design. Today we’re looking at Beat Saber (2019) and why its most essential design element can be used to make…

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This Open World VR Game is Still Ahead of Its Time – Inside XR Design

Our series Inside XR Design examines specific examples of great XR design. Today we’re looking at the clever design of Stormland’s weapons, locomotion, and open-world. Editor’s Note:  Now that we’ve rebooted our…

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What Any VR Game Can Learn From the ‘Electronauts’ Interface – Inside XR Design

Our series Inside XR Design examines specific examples of great XR design. Today we’re looking at the interface of Electronauts to find out what makes it so excellently usable. Editor’s…

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Why “Embodiment” is More Important Than “Immersion” – Inside XR Design

Our series Inside XR Design examines specific examples of great XR design. Today we’re looking at the game Synapse and exploring the concept of embodiment and what makes it important to…

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These Details Make ‘Half-Life: Alyx’ Unlike Any Other VR Game – Inside XR Design

In Inside XR Design we examine specific examples of great VR design. Today we’re looking at the details of Half-Life: Alyx and how they add an immersive layer to the game…

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‘Horizon Call of the Mountain’ Behind-the-scenes – Insights & Artwork from Guerrilla & Firesprite

It’s a rare treat when we get a VR game with the scope and scale of Horizon Call of the Mountain, let alone to see a much-loved IP reimagined specifically for…

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