This gallery shows various concepts I created for in-car VR worlds. With limited hardware and the challenge of in motion XR experiences, we had to reach for something more abstract and colorful in order to mitigate feelings of claustrophobia and motion sickness. These concepts are either sketched in Photoshop and/or rendered in Blender.

Here, we wanted something soft and approachable, yet renderable on the HMD.

Some sphere variation.

A different camera angle.

No objects, exploring how just the terrain feels.

With a simple UI mock-up

This was a screen shot from Unity, so after the concept we created this.

This was a screen shot from Unity, so after the concept we created and implemented this in the engine. We played around with object scale and spacing for in-car VR - what helped to mitigate motion sickness the most we found out by trial and error.

And abstract island forest sketch.

I built up the sketch into this concept in 3D.

Checking color palettes.

The passenger mock-up in the foreground for scale reference.

A water, tide pool world.

More color and shape variations.

The glow effects are not possible on low-end HDMs, so we had to abandon the idea and just deal with real budgets, even in our concept art.

Color and shape variation.

Color and shape variation.

Color and shape variation.

Proximity effects with various rock types. Rocks are great because they're believable and style-able even in low poly

Visual Description of a proximity effect.

What if the world was black and white? We found it to be too stark and dark for the user to enjoy. Something interesting to look at, but not necessarily enjoyable.

Some high contrast style and shape visual exploration.


Some high contrast style and shape visual exploration.

Some high contrast style and shape visual exploration.

What would happen as the passenger moves through the world? What helps reduce motion sickness? What looks compelling and appealing? These were the questions we had to ask when designing immersive worlds for in-car VR.


