Let's face it, tools for VR are still evolving. A lot of hours are wasted to get a demo running before the UX questions surface. This talk shows the benefits of designing around the human body instead of the game engine camera. This talk will discuss proprioception, human motion planning, LOD in UX design, cues for spatial reckoning, measuring tool effectiveness, and personal space. Omer will take key practical learnings from NVIDIA, Fake Love, Framestore and other experience studios to examine ways of tending to the granularity of our bodies, exploiting our perceptual blindspots, and describe ways of implementing those into the experience.