Updated
Updated · Road to VR · May 1
Parallel Circles develops punchier interface for Beat the Beats
Updated
Updated · Road to VR · May 1

Parallel Circles develops punchier interface for Beat the Beats

4 articles · Updated · Road to VR · May 1
  • The indie studio said its Meta Quest and PSVR 2 boxing game uses depth-based 3D menus, punch-to-unlock interactions and seamless transitions without black loading screens.
  • Developer Lucas González Hernanz said the team built the UI from standard 3D objects so menus feel physical, spatial and responsive rather than adapted from flat-screen systems.
  • Parallel Circles, co-founded in 2016, said the approach required extra planning and technical work but has drawn positive feedback and aims to make immersion start as soon as players put on a headset.
Could treating VR menus as physical, punchable objects revolutionize how we interact with digital worlds beyond gaming?
Will eliminating loading screens and making UI part of the game world set a new standard for immersion in future VR experiences?
How might these physical UI innovations impact accessibility for users with different physical abilities?