Designing Comfortable VR Locomotion for a Mobile Game Studio
Overview
What this challenge is about.
Build a Unity test harness on Quest 3 with one short forest level and 3 toggleable locomotion modes (smooth with vignette, teleport, dash). Recruit 18 playtesters (mix of VR-experienced and first-timers). Run a within-subjects study: each tester tries all 3 modes in randomized order, completing a 5-minute traversal task. Instrument: Simulator Sickness Questionnaire (SSQ) before/after, completion time, and a 1-line free-text reaction. Analyze results and produce a 7-page recommendation memo with one chosen scheme and the design constraints that come with it. Deliver harness build + repo, study report, and the recommendation memo.
The Brief
What you'll do, and what you'll demonstrate.
Pick a defensible VR locomotion scheme for an 18-month production commitment using a within-subjects comfort study on Quest 3.
Earning criteria — what you'll demonstrate
- Implement 3 VR locomotion schemes cleanly in one codebase
- Run a within-subjects comfort study with the SSQ
- Translate comfort data into a production design commitment
- Communicate VR design trade-offs to a non-technical studio lead
Program Fit
Where this fits in your program.
Sharpens the same skills your degree expects you to demonstrate.
Skills
Skills you'll demonstrate.
Each one shows up on your verified credential.
Careers
Roles this prepares you for.
Real titles. Real skill bridges. Pick the one closest to your trajectory.
Product Manager
Product managers who can scope a comfort study and own the 18-month design commitment become indispensable to VR studio leadership.
This challenge sharpens
- immersive-design
- usability-testing
- comfort-design