ABSTRACT

Lincoln, Tam, and Shauna provide specific insights into the process of making Moss and how the varied skill sets of creative teams work in tandem to produce a coherent story in a highly complex technological space. We explore both the similarities and differences of working with virtual reality when compared to more traditional video game experiences, highlighted in a reflection to position of the player as both inside and outside the game world. The team hints at how this unique perspective might influence VR storytelling in years to come.