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title: Rethinking VR interaction design in Dimensional Double Shift
description: Owlchemy Labs rebuilt VR interaction design from the ground up for Dimensional Double Shift by removing controllers entirely and embracing hand tracking. The...
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og:description: Owlchemy Labs rebuilt VR interaction design from the ground up for Dimensional Double Shift by removing controllers entirely and embracing hand tracking. The...
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# Rethinking VR interaction design in Dimensional Double Shift

**[Game Developer](https://daily.dev/sources/gamedeveloper)** · 11 min read · 0 upvotes · 0 comments

## Summary

Owlchemy Labs rebuilt VR interaction design from the ground up for Dimensional Double Shift by removing controllers entirely and embracing hand tracking. The team developed a systematic approach to grab detection based on human-factors research, creating multiple grip types (corner, clump, cylinder, hilt, wand) and introducing concepts like "self-haptics" (tactile feedback from fingers touching each other) and "bubble pass" (intuitive object sharing). Key challenges included handling hand size variability, platform gesture conflicts, camera occlusion, and balancing natural motion with intuitive interaction. The result prioritizes accessibility through simplicity, allowing one-handed play and adaptive sensitivity thresholds while making interactions feel instinctive rather than taught.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.gamedeveloper.com/extended-reality/deep-dive-rethinking-vr-interaction-design-through-hand-tracking-in-dimensional-double-shift>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#accessibility](https://daily.dev/tags/accessibility), [#vr](https://daily.dev/tags/vr)

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