Case Study · SkyWall VR · Phygital

VR on a Real Climbing Wall

Bringing virtual reality to a real 8-metre climbing wall — without compromising safety or immersion.

Type
Phygital
My role
Lead UX Designer
Game Mechanics Designer
Context
Interactive Climbing Wall
VR Gameplay
Phygital Entertainment
Core skills
Game Mechanics Design
User Testing
3D Modeling
Sound Design
Safety UX

My Role & Responsibilities

Crafting the atmosphere, desk-to-desk

As the Lead UX and Game Mechanics Designer, I was responsible for the end-to-end immersion. I designed the rules, modeled 3D assets, and curated the soundscapes to ensure the digital world felt as tangible as the physical wall.

I didn't just hand off designs. I worked desk-to-desk with the developers in ultra-short feedback loops, mutually inspiring each other to iterate rapidly from the first PoC to the final product.

  • Game Mechanics

    Designed the rules, difficulty scaling, and interactive elements for games like 'Stars' (relaxation) and 'Rocks' (agility).
  • 3D & Sound Design

    Created 3D models and curated the auditory experience (SFX and music) to deepen the sense of presence.
  • Iterative Testing

    Ran continuous playtests from early concepts to the final build, uncovering hardware limits and refining physical ergonomics.
  • Agile Collaboration

    Collaborated with engineering in tight, rapid loops, instantly testing ideas on the wall and turning constraints into features.

The Challenge

Creating an unbroken illusion

Virtual reality is notoriously isolating and prone to inducing motion sickness, especially when physical movement is simulated. Our goal was to build a phygital experience where users physically climb a real 8-meter wall while completely immersed in a VR headset.

The core challenge was achieving perfect immersion. We had to navigate undocumented hardware limitations of the headsets, figure out the minimum safe age for players, and manage user expectations before they even put the goggles on.

  • Hardware Constraints

    Discovering and finding creative workarounds for undocumented VR headset limitations to maintain an unbroken digital illusion.
  • Motion Sickness

    Ensuring perfect synchronization between the user's physical exertion and visual feedback to eliminate inner-ear conflict.
  • Pre-climb Expectations

    Designing the onboarding experience to properly align what players expected with the actual physical reality of the game.
  • Age Accessibility

    Testing and adapting cognitive load, difficulty levels, and ergonomics to establish a safe minimum age limit for players.

Preview

Designing a controller-free VR ecosystem

SkyWall VR redefines how we interact with virtual reality. By utilizing a grid of interactive holds, we turned the wall itself into the controller. Here is how I built a compelling, atmospheric experience on top of a massive physical interface.

Agility

High-stakes dodging on mountain peaks

To test agility and elevate the heart rate, I introduced dynamic hazards in the 'Rocks' game. Players climb a towering mountain while dodging falling virtual boulders.

The mechanical challenge was giving players enough visual warning in VR to physically move their bodies out of the way in the real world, balancing the thrill of the game with the climber's physical exhaustion.

Relaxation

Zero-pressure exploration in Cosmos

Not all climbing needs to be a race against the clock. For the 'Stars' game mode, I designed a zero-pressure cosmic environment aimed at fluid movement and relaxation.

Players collect virtual stars at their own pace. The UX focus was on breathtaking visuals and smooth transitions, rewarding exploration over speed. This proved highly effective for introducing first-time VR users to the wall.

Immersion

Crafting a believable world

Immersion isn't just visual—it's auditory and psychological. By combining custom 3D models with carefully selected sound design, we created an atmosphere that masked the physical room and transported the climber.

Working desk-to-desk with developers allowed us to instantly test these assets on the physical wall, adjusting sizes, lighting, and audio cues to perfectly match the player's spatial awareness.

Impact and continuous iteration

A 100% motion-sickness-free experience.

Through continuous playtesting and rapid prototyping, we solved one of VR's biggest hurdles, opening the platform to a massive new audience of families and climbing enthusiasts.

Age Accessibility

Successfully defined safe age limits and adapted mechanics to accommodate the reach and comprehension of young children.

Zero Motion Sickness

Achieved a nausea-free experience by ensuring visual movement only ever happens when the user exerts actual physical effort.

Managed Expectations

Refined the onboarding process to seamlessly transition players from the physical reality of the climbing gym into the virtual world.

High Replayability

Introduced scalable difficulty levels, turning a one-time VR novelty into a modern climbing workout that users return to.

The Future of Phygital Entertainment

SkyWall VR proved that the best VR controllers are our own bodies.

Working on this project forced me to unlearn traditional screen-based UX. Designing for an 8-meter vertical surface where the user is physically exhausted requires a completely different approach to cognitive load, sound, and interface design.

The result is an experience that doesn't just simulate an adventure—it physically demands it. It bridged the gap between gaming and sports in a way that feels completely natural.

Get in touch

Let's work together.

Looking for a senior designer who thinks like a product owner and ships in code? Let's talk about complex platforms, design systems, or phygital products.