Unseen Diplomacy 2 is built around one of VR’s most exciting- but challenging – design spaces: full-body, room-scale interaction. Crawling under lasers, reaching across desks, physically dodging threats -it’s immersive, memorable, and, by default, exclusionary.
This talk breaks down how we re-engineered a highly physical VR experience to be dramatically more accessible without losing its core fantasy. Rather than treating accessibility as a set of bolt-on options, we approached it as a systemic design problem – rethinking locomotion, interaction models, spatial requirements, comfort, and player agency from the ground up.
We’ll cover the practical implementation and design trade-offs behind features such as adaptive play spaces, alternative input mappings, assisted locomotion, difficulty modulation tied to physical capability, and hybrid interaction systems that support both seated and standing play. We’ll also explore how narrative framing and player expectation-setting can reinforce accessibility choices instead of undermining immersion.
Critically, this session focuses on what worked, what didn’t, and where we had to compromise. Expect concrete examples, production realities, and actionable patterns you can apply to your own VR projects—whether you’re building for high-intensity physical play or more traditional interaction models.
If you’re developing VR and want to reach a broader audience without diluting your design vision, this talk provides a candid, systems-level look at how to get there