Avoidance Training deals with a withdrawal of self that is as instinctive in virtual gameplay as it is in the tense experience of sharing the small space of an elevator. The objective of the game is to avoid eye contact with the characters on the screen for the duration of the ride. Seemingly commercializing these self-imposed isolation strategies, this first-person game uses eye-tracking technology to control the player’s camera,
transforming avoidance from a fearful instinct into a skill.
Project concept and design: Rachel Knoll
Asset creation, and mechanics design: Matte Szklarz
Avoidance Training on Wired
Avoidance Training on Kill Screen