Lift: The Last Days of the Westwind
A VR interactive narrative where you operate a hotel elevator in it's final days of glory, the way you interact with the guests shifts the story along the way.
Idea
VR games are often physically demanding and prone to motion sickness. Lift explores how to deliver a story-driven experience in VR that is comfortable, immersive, and emotionally engaging without requiring constant player movement.
What I built
Founded and led development of Lift, a narrative VR game built around comfort-first interaction, and branching story systems. I shaped the concept, designed core gameplay, and led a 12-person team from pitch to public release.
Result
Selected as 1 of 13 projects (from 80) and taken from pitch to a publicly released VR game on Steam. Award-winning and shipped, showcasing end-to-end leadership across concept, development, and release.
Overview
Lift is a narrative VR game where players work as an elevator operator in the final days of a once-glamorous hotel. Guests arrive with competing needs, and your moment-to-moment behavior shapes tone, trust, and story outcomes.
The project evolved from a student prototype into a shipped Steam title with continued platform expansion, requiring production-minded interaction design, team leadership, and long-term technical ownership.
Key Contributions
- Founded and led the project from concept through shipping, coordinating interdisciplinary collaborators across engineering, art, and performance.
- Designed and implemented core VR interaction systems for elevator controls, object handling, and environmental affordances.
- Built branching narrative systems that connected player behavior with guest responses and evolving story outcomes.
- Directed iterative playtesting to improve comfort, readability, and accessibility while preserving tactile, diegetic interaction feel.
- Owned production planning and technical priorities across milestones, balancing feature ambition with maintainable scope.
- Prepared release-quality content and platform packaging for Steam while planning adaptation work for Meta Quest.
Feature Highlights
- Physical object interactions: Built tactile object systems that reward deliberate hand movement and support expressive player behavior in-world.
- Wearable hats + personalization: Implemented wearable hat interactions so players could role-play and communicate personality through gestures.
- Dial and lever mechanics: Designed and tuned elevator dials/levers for clear affordance, readable feedback, and comfortable repeat use.
- Narrative response systems: Connected mechanics to guest reactions so interaction quality directly influences scene tone and branching outcomes.
Awards and Milestones
Sammy Awards 2017 - 2nd in Best Game, 1st in Audio Design, 3rd in Technical Achievement
Steam release - July 2024