Attack on Titan VR: Unbreakablelaunched last year, bringing the series into the medium of virtual reality. The game had no small task ahead of itself when it came to converting the anime/manga to VR, leaving the team behindAttack on Titan VRwith a need to explore new mechanics and technology.
VR has continued to develop in major ways over the past few years, andAttack on Titan VR: Unbreakableshows off these advancements. The project had its work cut out for it, as bringing the omnidirectional combat movement ofAttack on Titaninto VRis a tall order. Game Rant sat down with UNIVRS chief content officer Hiroaki Yotoriyama and chief operating officer Naoyi Koji, both of whom spoke more on the subject of converting the series into VR, from combat against Titans to the implementation of UNIVRS' anti-motion sickness tech.
Attack on Titan VR: Unbreakable Team Talks Being Faithful To The Franchise, Titan Combat in VR, and Anti-Motion Sickness Tech
Bringing Attack on Titan’s World Into VR
Q: How familiar were you withAttack on Titanbefore working on the game?
Yotoriyama:I’ve been following both the original manga and the anime since they were first released, and it’s a series that I personally feel very connected to. With its intense, high-stakes storyline centered around humanity’s survival, and the dynamic three-dimensional combat made possible by the omnidirectional mobility gear, it was always one of those titles that made me think, “This would be incredible to experience in VR.”
Q: What was the process like for translating the series’ 2D anime art into a 3D, cel-shaded art style primed for VR?
Yotoriyama:Recreating the look and feel of2D anime in a 3D spacewithout breaking immersion required meticulous adjustments to details like linework, shading, and texture expression. Especially in VR, where depth perception and lighting have a significant impact, we had to carefully strike a balance between an “anime-like” aesthetic and a sense of realism.
Q:Attack on Titans’ eponymous antagonists are known for their uncanny look and movements. What was the process like for translating the Titans into VR, and what went into capturing their uncanny elements and sense of scale?
Yotoriyama:We believed that the fear and intensity of the Titans could only truly be felt through VR’s first-person perspective. What we focused on most was not simply making the Titans big, but crafting their presence in a way that players could physically feel. Hearing the phrase “a15-meter-tall Titan” doesn’t evoke much on its own—but when you actually look up at one through a VR headset, the overwhelming scale and presence leave a completely different impression. We aimed for that instinctive reaction, where your body wants to take a step back—a visceral connection between sight and emotion.
Level design also plays a major role in shaping the type of fear players experience. A Titan slowly approaching from the front creates a very different kind of tension compared to one that suddenly appears from outside your field of view. These differences greatly affect how players respond and how their sense of danger escalates. By leveraging every element—perspective, distance, movement, and presentation—we’ve worked to deliver a deeply immersive and unsettling experience that truly feels like facing off against a Titan.
Q: What did you focus on most when it came to re-creating the human-vs-Titan combat of the series?
Yotoriyama:In the combat presentation of this title, our top priority was designing moments where players truly feel their lives are in danger. Whether being punched, kicked, or grabbed by a Titan, we carefully crafted the attack animations so players can clearly perceive where the attack is coming from and exactly when it will land. This clarity is meant to evoke a flash of genuine fear—enough to make players momentarily brace for death.
The key to this combat experience isn’t just making the enemies strong; it’s about placing the player in highly immersive situations where they must instantly decide how to act. Should they flee or fight? It’s in that split-second decision-making—under intense pressure—that VR brings combat to life as a true experience. While respecting the original work’s world-building and scale, we’ve aimed to fully leverage VR-specific tools like immersive direction and sensory presence. Our goal was not just to create combat, but to make players feel that they themselves are truly fighting against Titans.
Q: Can you talk a bit about UNIVRS’ anti-motion sickness technology and how it works? How did it play intoUnbreakable, if at all?
Koji:Themechanism behind VR motion sicknessis quite similar to that of carsickness. For example, when your body remains still but your field of vision moves, the brain is tricked into thinking you’re in motion. This disconnect between what your body feels and what your eyes see often leads to discomfort and nausea.
At UNIVRS, we’ve developed a proprietary locomotion system aimed at resolving this disconnect between the body and vision. The core idea behind our design is inspired by the fact that car drivers are generally less prone to motion sickness than passengers. This is because drivers are actively steering and controlling the direction of movement, which helps their brain align motion with visual input. We applied this concept to VR, developing a movement system that allows users to control motion intuitively using their own body. This gives them a stronger sense of agency—“I’m the one moving”—which significantly reduces the likelihood of motion sickness.
InAttack on Titan VR: Unbreakable, we’ve fully leveraged this technology to deliver the exhilarating experience of flying with omnidirectional mobility gear—something fans have long dreamed of—while minimizing the risk of VR-induced discomfort.
Working in VR With Attack on Titan: Unbreakable
Q: Were there any games that helped create the foundation for howUnbreakable’s grappling mechanics work, or did you find this to be new ground for VR games?
Yotoriyama:While we were inspired by certain existing works, there were very few precedents for implementing omnidirectional mobility in VR, so in reality, it was a series of entirely new challenges. Our goal was to balance realistic body movement with intuitive controls, and we went through numerous prototypes before arriving at the control system we have today.
Q: How did you make sure the (comparatively slower) Titans were still able to threaten the player’s incredible mobility?
Yotoriyama:The Titans that appear in this game don’t all move slowly. Some rush in quickly, while others apply pressure with a slow, looming advance—their movement speeds vary significantly. Their physical builds also differ, ranging from extremely tall to relatively small.
In addition, they don’t just approach in a straight line. Some exhibit strange, unpredictable behaviors, while others display unnervingly precise movements aimed at grabbing the player directly. Each Titan has its own distinct behavior pattern.
We designed the maps and enemy placements so that if players don’t swiftly and accuratelyeliminate these varied Titans, they can quickly become overwhelmed, making the situation spiral out of control. By giving each Titan a unique personality through movement and placement—rather than just portraying them as “big and slow enemies”—we aimed to ensure they function as a constant, unpredictable threat that keeps players on edge throughout the experience.
Q: How did you approach the player’s strength in development? Did you wantUnbreakableto feel like a power fantasy, or did you want to keep the player on the back foot?
Yotoriyama:In this title, we intentionally aimed for a delicate balance where letting your guard down for even a moment can get you killed. While we want players to feel empowered, we also keep them in constant danger to capture the same sense of tension and urgency found in the original series.
Q: You have a long history of working in the games industry. How much does working with VR titles differ from your work in other sectors?
Yotoriyama:The biggest difference is that the user’s experience in VR extends beyond just visual input—it involves their entire body. One of the most significant aspects is that the user’s hands actually exist within the game space. This means that UI design, user flow, and even how sound is presented all need to be approached with the question: “How does this feel as a natural extension of reality?” We’ve come to realize that in VR, experience design itself becomes an integral part of game design.
Q: Do you see any sequels or further content expansions inUnbreakable’s future?
Yotoriyama:Based on the feedback and requests we’ve received from users, we are constantly discussing the possibilities of future updates and new developments within our team. Above all, we’re truly delighted that players have had the opportunity to experience the world ofAttack on Titanin VR through this title.
We would love to see your thoughts, gameplay videos, and comments on social media—they serve as valuable reference and motivation for us moving forward. Our entire team is looking forward to your reactions, and we sincerely hope you’ll continue tosupportAttack on Titan VR: Unbreakable.
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