Missing
Company: Born Studios London / Mesmerise Group Role: Creative Director
A Missing Person Thriller in VR with A Mental Health Message
We developed Missing to place the audience in the shoes of a dementia patient, helping them understand the challenges of living with the condition. Since this was a mental health experience, one of my main focuses as a creative director was ensuring its accessibility. We wanted to make the experience as inclusive as possible, expanding its reach. As a result, Missing became an experience that relies almost entirely on eye interactions, requiring no physical movement.
Role in the project:
• Defined the creative approach to build empathy for people living with dementia.
• Pushed for the use of eye-tracking tech throughout the experience.
• Drove accessibility choices, using eye tracking so no physical input was needed.
• Led prototyping, testing and iteration across design and dev teams.
• Led the documentation of learnings in a white paper to guide future builds.
• Oversaw store release and walkthrough materials.
• Pushed for the use of eye-tracking tech throughout the experience.
• Drove accessibility choices, using eye tracking so no physical input was needed.
• Led prototyping, testing and iteration across design and dev teams.
• Led the documentation of learnings in a white paper to guide future builds.
• Oversaw store release and walkthrough materials.
Missing was a good exploration for us, both content and technology-wise. We even prepared a white paper to gather our findings, particularly about eye-tracking, during the production process.