標籤彙整: Anastasiia LemmoLab

VR NEWS TODAY 專訪| LemmoLab 創辦人 Dmytro 與 Anastasiia:在有限資源下打造完整且具挑戰性的 VR 體驗

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隨著新作正式推出,VR NEWS TODAY 特別專訪來自烏克蘭的獨立 VR 開發團隊 LemmoLab,與創辦人 Dmytro 及 Anastasiia 深入對談,探討他們如何在僅由兩人組成、資源極為有限的條件下,完成一款結構完整、節奏明確,並高度聚焦心理體驗的 VR 作品 Void Jump VR

本次訪談中,創辦人分享了作品從最初構想到正式成形的過程,以及他們對 VR 節奏控制、關卡設計取捨與玩家心理反應的實際觀察。

Could you briefly introduce yourself or your team, and your role in the development of Void Jump VR?
My team consists of two people (me and my girlfriend). I led the technical development and conceptualized the core idea for Void Jump VR, while my girlfriend handled all artistic aspects of the game. Together, we collaborated closely to bring the vision to life.

What originally inspired the creation of Void Jump VR, and how did this project first take shape?Initially, I set out to create a simple game for children, but I soon realized the concept could appeal to players of all ages. As the project evolved, I introduced additional mechanics (such as a cube that allows players to check whether the next platform is safe) and designed more engaging worlds and levels. This iterative process helped the game grow into a richer and more immersive experience.

Void Jump VR is built around a very simple mechanic – jumping – yet it creates strong psychological pressure. What was the core concept or vision behind this design choice?
The idea behind Void Jump VR was to take a simple action – jumping – and make the player feel scared. In the absence of enemies, the tension comes from the player’s own perception.

During development, did you intentionally prioritize psychological experience over mechanical complexity? Why was this balance important to you?
It was important to maintain balance. Keeping the systems simple ensured that nothing distracted from the fear, tension and immersion – that balance was important, because the player’s own mind becomes the main “enemy,” which is far more impactful than external challenges.


From a design perspective, why did you choose “jumping” as the sole core interaction rather than adding additional mechanics or systems?
From a design perspective, jumping was chosen as the sole core interaction because it’s universally understood and physically intuitive in VR. Adding extra mechanics would dilute the tension and shift focus away from the psychological response to height and risk. By keeping the interaction extremely simple, players stay fully immersed in the environment and their own reaction to it – which is exactly where the core experience lives.

VR is particularly effective at conveying height and spatial awareness. How did VR technology influence the way you designed fear, hesitation, and distance in Void Jump VR?
VR naturally conveys height, scale, and depth, I learned physical cues: looking down a long drop, estimating the distance of a platform, or feeling your body tense before a jump. This let me design challenges around distance and perception rather than complicated game systems.

The game avoids traditional horror elements such as monsters or jump scares. Was this a deliberate decision to let fear emerge purely from space and consequence?
Yes, that was deliberate. I wanted fear to come from scale, and jump rather than from monsters. Void Jump VR is about what happens inside the player’s own mind. When you remove scripted scares, the fear becomes more personal – it’s driven by your perception of height, risk, and the possibility of falling. That creates a quieter but more kind of tension.


What kinds of reactions from players left the strongest impression on your team during playtesting?
We liked that people were enjoying and feeling scared at the same time. Players freeze at the edge of a platform, lean their bodies forward to “check” the gap, or laugh nervously before jumping. Some players refused to jump. Those moments showed that the experience was bypassing logic and hitting their instincts. It was a strong confirmation that a simple mechanic could trigger real tension through VR alone.

What is your favorite VR or MR game, and what makes it special to you?
One of my favorite VR titles is Superhot VR. It takes a very simple core rule – time moves when you move – and transforms it into something that feels completely native to VR. What makes it special to me is how clean the design is: minimal inputs, minimal UI, but huge presence and tension. It proves that VR doesn’t need a dozen mechanics to feel deep – the right mechanic, used well, can carry the whole experience.

Could you share any upcoming features, new projects, or future plans – within what can be publicly revealed? Lastly, is there a message you’d like to leave with our readers?
All I can say for now is that it will be a military simulator. I’d like readers to know that Void Jump VR is really about embracing the simple joys and fears that VR can create. Sometimes, the most intense experiences come not from complicated systems or monsters, but from how your mind and body react to space and risk. I hope players take a moment to feel that tension, challenge themselves, and maybe even laugh at how something as simple as a jump can feel so big.

商店:https://store.steampowered.com/app/3911690/Void_Jump_VR

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