top of page
No Collections Here
Sort your projects into collections. Click on "Manage Collections" to get started
Projects at Ludus
In this section, I present a selection of the most outstanding projects developed during my time at Ludus, where I worked on the design and evolution of immersive digital experiences in virtual reality. Each project reflects my approach to solving user and business problems, from defining needs to creating intuitive and scalable solutions.


Ludus Portal
With the arrival of standalone virtual reality, the need emerged to adapt the Ludus platform to this new technological environment while preserving the user experience and the brand’s visual identity. Taking advantage of this transition, we also redesigned the existing PC VR version with the goal of improving usability and ensuring greater consistency across platforms.
The main challenge of the project was designing an interface capable of working effectively across two environments with different technical characteristics and interaction patterns, creating an intuitive and accessible experience even for users with no previous virtual reality experience. It was essential to maintain clear navigation, reduce the learning curve, and ensure that the Ludus aesthetic remained consistent regardless of the device being used.
To address this challenge, we analysed user needs and the behaviour of the existing interface, identifying areas for improvement related to navigation, information hierarchy, and the adaptation of interactive elements to the VR context. Based on these findings, we redesigned different platform components, creating a clearer, more consistent, and adaptable visual system.
Throughout the process, we conducted several rounds of user testing to validate design decisions, identify potential friction points, and refine the experience before implementation. These iterations helped improve the understanding of user flows and ensured that the interface felt natural for different user profiles.
The result was a renewed VR experience, optimised for both PC VR and standalone devices, while maintaining Ludus’ identity and improving accessibility, ease of use, and visual consistency across both environments. This project strengthened my experience in user-centred design and in creating interfaces adapted to emerging technologies.
The main challenge of the project was designing an interface capable of working effectively across two environments with different technical characteristics and interaction patterns, creating an intuitive and accessible experience even for users with no previous virtual reality experience. It was essential to maintain clear navigation, reduce the learning curve, and ensure that the Ludus aesthetic remained consistent regardless of the device being used.
To address this challenge, we analysed user needs and the behaviour of the existing interface, identifying areas for improvement related to navigation, information hierarchy, and the adaptation of interactive elements to the VR context. Based on these findings, we redesigned different platform components, creating a clearer, more consistent, and adaptable visual system.
Throughout the process, we conducted several rounds of user testing to validate design decisions, identify potential friction points, and refine the experience before implementation. These iterations helped improve the understanding of user flows and ensured that the interface felt natural for different user profiles.
The result was a renewed VR experience, optimised for both PC VR and standalone devices, while maintaining Ludus’ identity and improving accessibility, ease of use, and visual consistency across both environments. This project strengthened my experience in user-centred design and in creating interfaces adapted to emerging technologies.


First aid
In this project, I was responsible for designing an interactive experience focused on an emergency situation: complete choking. The goal was to create a simulation that allowed users to practice how to identify a risk situation and make the right decisions to respond correctly.
The main challenge was transforming a real-life situation, where time and the ability to react are critical factors, into a virtual experience that was clear, intuitive, and useful for learning. The goal was not only to demonstrate a specific action, but to ensure that users learned how to observe the victim’s signs, understand what was happening, and respond appropriately.
To achieve this, I designed a configurable system that allowed trainers to select different choking scenarios before starting the exercise. This added more variety to the experience and prevented users from simply memorizing a single sequence of steps, requiring them to analyse each situation before acting.
This configuration also made it possible to adapt the difficulty level and type of exercise according to each training session’s needs, turning the simulation into a more flexible tool for different user profiles.
The result was a more dynamic experience focused on decision-making, where interaction was not only used to practise a technique but also to train observation, reaction, and user confidence when facing an emergency situation. This project strengthened my experience designing immersive learning tools where clarity and accessibility are especially important.
The main challenge was transforming a real-life situation, where time and the ability to react are critical factors, into a virtual experience that was clear, intuitive, and useful for learning. The goal was not only to demonstrate a specific action, but to ensure that users learned how to observe the victim’s signs, understand what was happening, and respond appropriately.
To achieve this, I designed a configurable system that allowed trainers to select different choking scenarios before starting the exercise. This added more variety to the experience and prevented users from simply memorizing a single sequence of steps, requiring them to analyse each situation before acting.
This configuration also made it possible to adapt the difficulty level and type of exercise according to each training session’s needs, turning the simulation into a more flexible tool for different user profiles.
The result was a more dynamic experience focused on decision-making, where interaction was not only used to practise a technique but also to train observation, reaction, and user confidence when facing an emergency situation. This project strengthened my experience designing immersive learning tools where clarity and accessibility are especially important.


Waste management
This was, without a doubt, one of the projects I enjoyed the most. Although at Ludus we usually work with serious games focused on training, this time the challenge was to create an experience closer to a traditional video game while still maintaining the educational goal: teaching users how to recycle in a simple, engaging, and memorable way.
The main challenge was finding the right balance between learning and entertainment. We did not want to create just an informative activity, but rather an experience where users could learn almost naturally while playing. It also needed to maintain visual and narrative consistency with the rest of the simulations on the platform.
After exploring different ideas, we developed a mini-game based on a conveyor belt where users had to sort different types of waste into the correct containers. To increase the difficulty and maintain engagement, the belt speed gradually increased, requiring users to make faster and more accurate decisions over time.
The experience was built around a simple mechanic: recycle as many objects as possible before making three mistakes. This introduced a challenge and a sense of personal improvement, allowing learning to happen through practice and repetition.
During development, we focused especially on interaction clarity, quick information recognition, and the feeling of progression. The goal was for any user to understand the rules within seconds and start playing without needing complex instructions.
The result was an experience that combined knowledge, coordination, and reflexes, transforming educational content into a dynamic and engaging activity. We also saw that the mechanic achieved its purpose when a friendly competition started naturally within the company to achieve the highest score and appear at the top of the leaderboard. This spontaneous competition showed that the experience was not only easy to understand, but also motivated users to replay it and improve their results.
This project allowed me to continue exploring how game design and interaction mechanics can be used as tools to increase engagement and turn learning into a more memorable experience.
The main challenge was finding the right balance between learning and entertainment. We did not want to create just an informative activity, but rather an experience where users could learn almost naturally while playing. It also needed to maintain visual and narrative consistency with the rest of the simulations on the platform.
After exploring different ideas, we developed a mini-game based on a conveyor belt where users had to sort different types of waste into the correct containers. To increase the difficulty and maintain engagement, the belt speed gradually increased, requiring users to make faster and more accurate decisions over time.
The experience was built around a simple mechanic: recycle as many objects as possible before making three mistakes. This introduced a challenge and a sense of personal improvement, allowing learning to happen through practice and repetition.
During development, we focused especially on interaction clarity, quick information recognition, and the feeling of progression. The goal was for any user to understand the rules within seconds and start playing without needing complex instructions.
The result was an experience that combined knowledge, coordination, and reflexes, transforming educational content into a dynamic and engaging activity. We also saw that the mechanic achieved its purpose when a friendly competition started naturally within the company to achieve the highest score and appear at the top of the leaderboard. This spontaneous competition showed that the experience was not only easy to understand, but also motivated users to replay it and improve their results.
This project allowed me to continue exploring how game design and interaction mechanics can be used as tools to increase engagement and turn learning into a more memorable experience.


CPR
When I joined this simulation project, development was already underway thanks to a colleague’s previous work. However, it gradually became one of those projects I grew especially attached to because of everything it involved in terms of design and user impact.
Throughout the development process, I contributed to several stages of the experience’s evolution. The first phase focused on visually adapting the simulation to Ludus’ style, ensuring that it maintained a consistent identity with the rest of the platform’s experiences. Later, we worked on improving the interaction design, aiming to find a more natural way to position the virtual mannequin without relying exclusively on controllers or headset-based input as the only method of interaction.
The biggest challenge came with the transition to a standalone version. The simulation had originally been designed around a physical setup, but we wanted to make it possible to use without requiring a real mannequin to carry out the training. This meant rethinking part of the experience and finding a solution that preserved both the realism and effectiveness of the training within a fully virtual environment.
To achieve this, we redesigned the learning flow, adapting interactions and essential elements so that users could complete the training entirely through the immersive experience. The goal was for technology not to become a barrier, but rather a tool that made this type of learning more accessible.
The result was a more flexible and accessible experience, ready to be deployed in new virtual reality environments. Personally, it was one of the most meaningful projects I have worked on, as it combined design, technology, and a purpose with real-world impact: helping more people learn an essential skill through a practical and intuitive approach.
As a small side effect of the design process: after repeating so many tests, simulations, and validations, I ended up learning how to perform CPR fairly well. So besides designing the experience… I could probably pass the user test from a first-person perspective.
Throughout the development process, I contributed to several stages of the experience’s evolution. The first phase focused on visually adapting the simulation to Ludus’ style, ensuring that it maintained a consistent identity with the rest of the platform’s experiences. Later, we worked on improving the interaction design, aiming to find a more natural way to position the virtual mannequin without relying exclusively on controllers or headset-based input as the only method of interaction.
The biggest challenge came with the transition to a standalone version. The simulation had originally been designed around a physical setup, but we wanted to make it possible to use without requiring a real mannequin to carry out the training. This meant rethinking part of the experience and finding a solution that preserved both the realism and effectiveness of the training within a fully virtual environment.
To achieve this, we redesigned the learning flow, adapting interactions and essential elements so that users could complete the training entirely through the immersive experience. The goal was for technology not to become a barrier, but rather a tool that made this type of learning more accessible.
The result was a more flexible and accessible experience, ready to be deployed in new virtual reality environments. Personally, it was one of the most meaningful projects I have worked on, as it combined design, technology, and a purpose with real-world impact: helping more people learn an essential skill through a practical and intuitive approach.
As a small side effect of the design process: after repeating so many tests, simulations, and validations, I ended up learning how to perform CPR fairly well. So besides designing the experience… I could probably pass the user test from a first-person perspective.


Fire extinguishing
This was one of the first simulations I worked on and, over time, it has become one of the most special projects for me. Throughout its development, I participated in different stages of its evolution: from updating its visual identity to align it with the rest of Ludus’ simulations, to adapting it from PC VR to standalone and adding more variability in this new version.
The main challenge was ensuring that an experience originally created for a specific environment could evolve and adapt to new technologies without losing its main purpose: teaching users how to respond clearly and effectively in a fire emergency situation.
This simulation was eventually selected as the foundation for creating a complete self-paced training experience, and I was responsible for designing the entire learning journey from start to finish. This involved defining the course structure, creating the training content, designing the exercises, preparing explanatory videos, and configuring the practical scenarios that users would later complete inside the simulation.
The goal was to transform a technical and potentially complex topic into an accessible training experience for anyone, even without previous knowledge. To achieve this, I designed an approximately 30-minute learning journey where users not only learned how to use a fire extinguisher but also understood how to identify different types of fire (A, B, C, D, and F), which extinguisher matched each situation, and which devices were safe or unsafe to use when there was an electrical hazard.
One of the biggest challenges was finding the right balance between providing the necessary information and avoiding an experience that felt too theoretical. The solution was combining explanatory content with practical exercises, allowing users to apply what they learned in a safe environment before facing a real-life situation.
During development, we conducted several user tests to validate content comprehension, identify potential points of confusion, and adjust both the training materials and the exercises within the simulation. These iterations helped improve the experience and ensured that the learning process was truly effective.
Additionally, on another occasion, we organised a small competition using this simulation. This added a more dynamic component and allowed us to observe how competitiveness could increase user engagement and motivation.
The result was a complete immersive training experience that combined learning, practice, and interaction, receiving very positive feedback during its presentation to clients. For me, this was a particularly important project because it allowed me to work not only on the interface or the experience itself, but on the entire process of designing a digital educational product.
The main challenge was ensuring that an experience originally created for a specific environment could evolve and adapt to new technologies without losing its main purpose: teaching users how to respond clearly and effectively in a fire emergency situation.
This simulation was eventually selected as the foundation for creating a complete self-paced training experience, and I was responsible for designing the entire learning journey from start to finish. This involved defining the course structure, creating the training content, designing the exercises, preparing explanatory videos, and configuring the practical scenarios that users would later complete inside the simulation.
The goal was to transform a technical and potentially complex topic into an accessible training experience for anyone, even without previous knowledge. To achieve this, I designed an approximately 30-minute learning journey where users not only learned how to use a fire extinguisher but also understood how to identify different types of fire (A, B, C, D, and F), which extinguisher matched each situation, and which devices were safe or unsafe to use when there was an electrical hazard.
One of the biggest challenges was finding the right balance between providing the necessary information and avoiding an experience that felt too theoretical. The solution was combining explanatory content with practical exercises, allowing users to apply what they learned in a safe environment before facing a real-life situation.
During development, we conducted several user tests to validate content comprehension, identify potential points of confusion, and adjust both the training materials and the exercises within the simulation. These iterations helped improve the experience and ensured that the learning process was truly effective.
Additionally, on another occasion, we organised a small competition using this simulation. This added a more dynamic component and allowed us to observe how competitiveness could increase user engagement and motivation.
The result was a complete immersive training experience that combined learning, practice, and interaction, receiving very positive feedback during its presentation to clients. For me, this was a particularly important project because it allowed me to work not only on the interface or the experience itself, but on the entire process of designing a digital educational product.


Postural ergonomics
This simulation was one of my first projects where I worked as a designer from start to finish, taking part in every stage of the process without direct support from another designer. The goal was to create an interactive experience that helped users identify ergonomic risks within an office environment in a practical and engaging way.
The main challenge was transforming traditional ergonomics training into an immersive experience that would feel engaging and encourage active observation. Users had to explore different workspaces and identify everyday issues that could easily go unnoticed, such as poorly positioned screens, incorrectly adjusted chairs, missing laptop stands, bad posture, or furniture elements that could create discomfort or risk.
To achieve this, I designed a series of scenarios with different workstation setups where risks appeared randomly, making each interaction different and requiring users to analyse the environment instead of memorising a fixed answer. Additionally, the experience did not end once a problem was identified: each detection had to be followed by a question related to the identified risk, ensuring that users had actually understood the reason behind the issue.
Through the design of interaction flows, the experience structure, and information organisation, we created a training tool focused on learning through practice. This project was a valuable learning experience in immersive experience design, user-centred design, and the creation of interactions that combine learning, exploration, and gamification.
The main challenge was transforming traditional ergonomics training into an immersive experience that would feel engaging and encourage active observation. Users had to explore different workspaces and identify everyday issues that could easily go unnoticed, such as poorly positioned screens, incorrectly adjusted chairs, missing laptop stands, bad posture, or furniture elements that could create discomfort or risk.
To achieve this, I designed a series of scenarios with different workstation setups where risks appeared randomly, making each interaction different and requiring users to analyse the environment instead of memorising a fixed answer. Additionally, the experience did not end once a problem was identified: each detection had to be followed by a question related to the identified risk, ensuring that users had actually understood the reason behind the issue.
Through the design of interaction flows, the experience structure, and information organisation, we created a training tool focused on learning through practice. This project was a valuable learning experience in immersive experience design, user-centred design, and the creation of interactions that combine learning, exploration, and gamification.


Risks with forklifts
In this project, we developed a virtual reality experience focused on preventing accidents related to forklift operation. The goal was to expose users to realistic risk situations and help them understand how certain actions or safety violations could lead to an accident.
One of the first challenges was designing an environment that felt as realistic and recognizable as possible. To achieve this, I worked on the creation of the environment alongside the art department, collaborating closely on both the scenario design and the definition of the animations needed to make each situation feel believable.
This constant communication was key to refining every detail of the environment: spatial layout, common elements found in industrial areas, walkways, tools, and small visual details that help users feel as if they are actually inside their workplace. We were not aiming to create a generic setting, but rather an experience that users could recognize and connect with real-life situations.
During testing sessions, many users specifically highlighted how similar the environment felt to their own workplaces. This helped increase immersion and made the risks presented feel like realistic and possible situations.
The second major challenge of the project was finding a way to represent accidents in an impactful way without creating a negative user experience. Since the scenarios involved falls and impacts, showing them from a first-person perspective could cause discomfort or motion sickness in virtual reality, especially during sudden movements.
To solve this, we changed the perspective: instead of experiencing the accident through the protagonist’s eyes, we decided to represent it from a third-person view. This allowed users to observe the situation from the outside, understand what was happening, and analyze the factors that caused the accident without making the experience uncomfortable.
After each scene, users had to identify the mistakes, risks, or safety violations that had led to the situation. This transformed the experience into more than a simple visual demonstration: it required users to pay attention, analyze the environment, and connect actions with their consequences.
The result was a more comfortable, realistic, and effective experience, where virtual reality was used not only to show an accident but also to help users understand why it happened and how it could be prevented. This project was a great example of how environment design, cross-team collaboration, and interaction decisions can work together to create an immersive learning experience.
One of the first challenges was designing an environment that felt as realistic and recognizable as possible. To achieve this, I worked on the creation of the environment alongside the art department, collaborating closely on both the scenario design and the definition of the animations needed to make each situation feel believable.
This constant communication was key to refining every detail of the environment: spatial layout, common elements found in industrial areas, walkways, tools, and small visual details that help users feel as if they are actually inside their workplace. We were not aiming to create a generic setting, but rather an experience that users could recognize and connect with real-life situations.
During testing sessions, many users specifically highlighted how similar the environment felt to their own workplaces. This helped increase immersion and made the risks presented feel like realistic and possible situations.
The second major challenge of the project was finding a way to represent accidents in an impactful way without creating a negative user experience. Since the scenarios involved falls and impacts, showing them from a first-person perspective could cause discomfort or motion sickness in virtual reality, especially during sudden movements.
To solve this, we changed the perspective: instead of experiencing the accident through the protagonist’s eyes, we decided to represent it from a third-person view. This allowed users to observe the situation from the outside, understand what was happening, and analyze the factors that caused the accident without making the experience uncomfortable.
After each scene, users had to identify the mistakes, risks, or safety violations that had led to the situation. This transformed the experience into more than a simple visual demonstration: it required users to pay attention, analyze the environment, and connect actions with their consequences.
The result was a more comfortable, realistic, and effective experience, where virtual reality was used not only to show an accident but also to help users understand why it happened and how it could be prevented. This project was a great example of how environment design, cross-team collaboration, and interaction decisions can work together to create an immersive learning experience.


Hand accidents
In this project, we developed an immersive experience focused on preventing hand-related accidents in industrial work environments. The goal was to allow users to face a variety of everyday workplace situations and learn to identify potential risks before an accident occurred.
The main challenge was designing an experience that gave users the freedom to interact with their surroundings while making it clear that every decision had consequences. Rather than presenting a list of safety rules, we wanted learning to happen through exploration, interaction, and decision-making.
To achieve this, we created several realistic scenarios involving hazardous situations with tools such as hammers, angle grinders, and other common workplace equipment, as well as seemingly simple tasks like picking up waste from the floor. Each interaction required users to assess the situation and decide how to proceed. Using the correct protective equipment and following proper safety procedures allowed them to continue safely, while ignoring potential hazards could lead to an accident.
One of the most valuable aspects of working in virtual reality was the ability to let users experience the consequences of their actions firsthand. Instead of simply explaining what could happen, the simulation allowed them to witness the results within the virtual environment—for example, using a tool incorrectly or attempting to replace an angle grinder disc without disconnecting the power first.
This safe exposure to risk created a much stronger impact. During user testing, it was common to see participants initially approach the experience as if it were a game, only to realize that these situations closely reflected real-life workplace risks. That moment, when the simulation connected with reality, was one of the primary goals of the design.
Throughout development, we focused on making interactions intuitive, providing clear environmental feedback, and reinforcing the cause-and-effect relationship between users' decisions and their outcomes. Every mistake was designed to become a learning opportunity that strengthened safety awareness.
The final result was a practical and engaging experience that transformed workplace safety from an abstract concept into something users could experience firsthand. This project allowed me to continue exploring how immersive experiences can combine interaction, learning, and awareness to create meaningful behavioral change.
The main challenge was designing an experience that gave users the freedom to interact with their surroundings while making it clear that every decision had consequences. Rather than presenting a list of safety rules, we wanted learning to happen through exploration, interaction, and decision-making.
To achieve this, we created several realistic scenarios involving hazardous situations with tools such as hammers, angle grinders, and other common workplace equipment, as well as seemingly simple tasks like picking up waste from the floor. Each interaction required users to assess the situation and decide how to proceed. Using the correct protective equipment and following proper safety procedures allowed them to continue safely, while ignoring potential hazards could lead to an accident.
One of the most valuable aspects of working in virtual reality was the ability to let users experience the consequences of their actions firsthand. Instead of simply explaining what could happen, the simulation allowed them to witness the results within the virtual environment—for example, using a tool incorrectly or attempting to replace an angle grinder disc without disconnecting the power first.
This safe exposure to risk created a much stronger impact. During user testing, it was common to see participants initially approach the experience as if it were a game, only to realize that these situations closely reflected real-life workplace risks. That moment, when the simulation connected with reality, was one of the primary goals of the design.
Throughout development, we focused on making interactions intuitive, providing clear environmental feedback, and reinforcing the cause-and-effect relationship between users' decisions and their outcomes. Every mistake was designed to become a learning opportunity that strengthened safety awareness.
The final result was a practical and engaging experience that transformed workplace safety from an abstract concept into something users could experience firsthand. This project allowed me to continue exploring how immersive experiences can combine interaction, learning, and awareness to create meaningful behavioral change.


Construction Safety
This was one of those projects where I joined after the experience had already started, but it had a lot of room for evolution and improvement. The main goal was to transform the simulation from a predictable experience into one where each session presented a different challenge for the user.
The issue was that, by repeating the same sequence of situations every time, users could end up learning the path rather than maintaining genuine awareness of the risks around them. To solve this, we worked on introducing greater variability into the experience by adding new hazards that could randomly appear or not appear in each session.
This meant that every user had to face a different situation and truly analyze the environment before making decisions. It was no longer enough to remember where each hazard was located; users needed to inspect the surroundings, check that all workers were using the appropriate personal protective equipment, and identify any action or element that could represent a risk.
During development, I worked on integrating these new scenarios into the overall experience flow, ensuring that the changes increased the challenge without creating confusion, while maintaining a clear learning curve for the user.
The result was a more dynamic and replayable simulation, capable of strengthening attention to detail and decision-making in workplace safety contexts. This project allowed me to continue exploring a key aspect of immersive experience design: how to keep users engaged and focused through small variations that completely change the way they interact with the environment.
The issue was that, by repeating the same sequence of situations every time, users could end up learning the path rather than maintaining genuine awareness of the risks around them. To solve this, we worked on introducing greater variability into the experience by adding new hazards that could randomly appear or not appear in each session.
This meant that every user had to face a different situation and truly analyze the environment before making decisions. It was no longer enough to remember where each hazard was located; users needed to inspect the surroundings, check that all workers were using the appropriate personal protective equipment, and identify any action or element that could represent a risk.
During development, I worked on integrating these new scenarios into the overall experience flow, ensuring that the changes increased the challenge without creating confusion, while maintaining a clear learning curve for the user.
The result was a more dynamic and replayable simulation, capable of strengthening attention to detail and decision-making in workplace safety contexts. This project allowed me to continue exploring a key aspect of immersive experience design: how to keep users engaged and focused through small variations that completely change the way they interact with the environment.


Confined spaces
In this simulation, I worked on the development of the second exercise added to the experience. It was one of those projects that combines design, creativity, and a bit of “what if we tried this?”. The goal was to create a virtual reality journey through a sewer network, making users feel as if they were truly exploring an unknown environment.
One of the most interesting challenges appeared when trying to translate a real-world action into the limitations of virtual reality. In a real sewer, workers use a pole to check water depth before taking each step through flooded areas. However, in our experience, movement was based on teleportation, so we had to find a way to preserve that sense of exploration and safety without breaking immersion.
The solution was to adapt this interaction to the VR movement system itself. When the user activated teleportation, we added a “ghost” version of the pole that appeared at the destination point, allowing users to visually measure the water depth. This way, before moving, users could determine whether the area was safe to walk through or whether they needed to find another route, maintaining the logic of the original action within the possibilities of the virtual environment.
Alongside this interaction design, we also worked on building the environment, designing the entire sewer network and defining which elements, animals, and creatures would appear throughout the journey to create a more alive and immersive experience.
The most enjoyable part was seeing the first user tests: the screams, surprised reactions, and those “I’m not going through there” moments confirmed that we had achieved exactly the feeling we were aiming for. It was a very creative project that helped me continue learning about interaction design, adapting real-world experiences to virtual environments, and how small details can completely transform the user’s perception.
One of the most interesting challenges appeared when trying to translate a real-world action into the limitations of virtual reality. In a real sewer, workers use a pole to check water depth before taking each step through flooded areas. However, in our experience, movement was based on teleportation, so we had to find a way to preserve that sense of exploration and safety without breaking immersion.
The solution was to adapt this interaction to the VR movement system itself. When the user activated teleportation, we added a “ghost” version of the pole that appeared at the destination point, allowing users to visually measure the water depth. This way, before moving, users could determine whether the area was safe to walk through or whether they needed to find another route, maintaining the logic of the original action within the possibilities of the virtual environment.
Alongside this interaction design, we also worked on building the environment, designing the entire sewer network and defining which elements, animals, and creatures would appear throughout the journey to create a more alive and immersive experience.
The most enjoyable part was seeing the first user tests: the screams, surprised reactions, and those “I’m not going through there” moments confirmed that we had achieved exactly the feeling we were aiming for. It was a very creative project that helped me continue learning about interaction design, adapting real-world experiences to virtual environments, and how small details can completely transform the user’s perception.


Road safety
In this project, we designed a virtual reality experience focused on preventing road safety risks. The goal was to enable users to identify dangerous situations and understand how certain decisions while driving can have real consequences.
The main challenge was transforming road safety rules and concepts, which are often perceived as theoretical, into a practical experience where users could face specific real-life situations. To achieve this, we developed three exercises based on everyday scenarios: from more obvious behaviours, such as crossing at a red light, to subtler risks like exceeding speed limits or failing to adapt driving behaviour to environmental conditions.
One of the biggest challenges of the project was creating an immersive experience from inside a vehicle. In virtual reality, these types of situations can be complex because the movement of the environment and the user’s perception do not always align, which can lead to discomfort or motion sickness. Therefore, we had to design the experience considering not only interaction, but also user comfort and the feeling of control throughout the entire simulation.
We worked to create a smooth, comfortable, and natural experience where users could focus on observing their surroundings, making decisions, and understanding potential risks without technology becoming a barrier.
The result was a more engaging and memorable training experience, where users not only receive information about road safety but can also experience the consequences of their decisions in a safe environment. This project allowed me to continue deepening my understanding of immersive experience design and how virtual reality can be used to create learning through practice.
The main challenge was transforming road safety rules and concepts, which are often perceived as theoretical, into a practical experience where users could face specific real-life situations. To achieve this, we developed three exercises based on everyday scenarios: from more obvious behaviours, such as crossing at a red light, to subtler risks like exceeding speed limits or failing to adapt driving behaviour to environmental conditions.
One of the biggest challenges of the project was creating an immersive experience from inside a vehicle. In virtual reality, these types of situations can be complex because the movement of the environment and the user’s perception do not always align, which can lead to discomfort or motion sickness. Therefore, we had to design the experience considering not only interaction, but also user comfort and the feeling of control throughout the entire simulation.
We worked to create a smooth, comfortable, and natural experience where users could focus on observing their surroundings, making decisions, and understanding potential risks without technology becoming a barrier.
The result was a more engaging and memorable training experience, where users not only receive information about road safety but can also experience the consequences of their decisions in a safe environment. This project allowed me to continue deepening my understanding of immersive experience design and how virtual reality can be used to create learning through practice.
bottom of page