Rachel Knoll


Avoidance Training


Concept/Creative Direction: Rachel Knoll

Avoidance Training deals with a withdrawal of self that is as instinctive in virtual gameplay as it can be in the 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 strategies, this first-person game uses eye-tracking technology to control the player's camera, transforming avoidance from a distracted instinct into a skill.

The game was developed in Unity and used eye-tracking technology to map coordinates into the gameplay.

WIRED Magazine, Kill Screen Magazine


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