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Case-study

The VR/AR games are the good references for me. They totally changed the methods of display and control in the traditional human-system interaction. Beat Saber is a successful VR game that combine the typical control method of VR equipment with the way players observe the in-game world through the goggles. However, it is not easy to make a good VR game as it is totally different from the traditional games and need alternative view in designing. It is very hard to solve the vertigo caused by the in-game motion, so that there are still some disharmony factors in some famous games, such as Half-life: Alyx and SuperHot VR.


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