Designing for the Living Room: The Spatial Architecture of Mixed Reality
summary
Creature describes how its team ships a playable Starship Home that runs real-time on Quest hardware using Meta's passthrough, depth API, Movement SDK, MRUK and scene understanding; built surface-anchored, surface-agnostic objects with persistent world locks and a Quest‑3 gimbal camera rig for capture. Laser Dance procedurally maps room-scale MR laser mazes to user scans; developers run simulations across hundreds of submitted room scans to find breakpoints, tune occlusion and trust, and the resulting prototypes reliably work in diverse homes.
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chapters (17)
- 0:00Introduction
- 0:56Designing for the Living Room: Spatial Architecture of Mixed Reality
- 2:23Presence and Embodiment in VR vs. MR
- 6:02Gradations of Mixed Reality: Diorama to Room Scale
- 7:18Wordbound: Diorama Gameplay Showcase
- 9:18Cubism: Surface Context and Fine Detail
- 10:15Starship Home: Room Scale Mixed Reality
- 13:18Core Meta Quest APIs and Tools
- 14:46Laser Dance: Procedural Level Design
- 15:55Mixed Reality Capture Tips and Tricks
- 18:18Control, Trust, and Surface Agnostic Objects
- 18:55Challenges of Room Variation and Scanning
- 20:04Contextual Involvement and User-Guided Setup
- 21:10Managing Safety Boundaries and Guardian UI
- 23:39Transitioning Between Reality and "Dream States"
- 25:51Perception vs. Precision: Occlusion and Body Tracking
- 29:40Audience Q&A
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