David Fox on Pioneering Immersive Worlds: From LucasArts and LBE to VR as a Lucid Dreaming Machine
- Nico Fara

- Oct 28
- 5 min read
Updated: Oct 29
This week on the Immergence Show, we were thrilled to host David Fox, a pioneering VR/Game Designer and one of the founding members of Lucasfilm Games/LucasArts, where he was employee #3. He is a recognized voice in game design and immersive entertainment.
Fox shared profound insights into the evolution of interactive storytelling, from his earliest days designing classics like Labyrinth and Zak McKracken to his current vision for the future of VR and AI. This article distills the key educational takeaways and pivotal insights from our discussion.
While we explore the core concepts here, to truly grasp the depth of Fox's experience, including the candid story of how George Lucas himself provided the key feedback that led to one of gaming's first-ever "jump scares" in Rescue on Fractalus, the full video interview is a must-watch.
VR as a Psychological "Lucid Dreaming Machine"
David Fox has long championed a vision of VR that transcends technology and simulation. He described the ultimate potential of VR as a form of "lucid dreaming"—an empowering psychological experience. In a lucid dream, you "wake up," realize you're dreaming, and can take control to shape the outcome. This, he argues, creates a powerful "aha moment" and a lasting feeling of accomplishment that can carry over into real life.
Key Insight: The focus of VR shouldn't be just simulating reality; it should be about creating empowering psychological experiences, much like a lucid dream where you gain control and solve obstacles.
The Future: AI, Ender's Game, and Personalized Narratives
How do we achieve this "lucid dreaming machine"? Fox points directly to AI. He was deeply inspired by the "Giant's Game" in Orson Scott Card's Ender's Game—a fictional game imbued with AI that understood the player's real-life "blind spots" and presented parallel challenges for them to solve.
Fox believes that with modern generative AI and personal AI clients, this once-fantastical concept is "no longer an unsolvable problem." He envisions a future where games can know us well enough to present us with issues we need to confront, helping us work through personal barriers in a safe, interactive, and transformative environment.
Key Insight: I see tools coming, especially with generative AI, that could finally make it possible to create a game that knows you well enough to present you with puzzles that are parallel to issues you need to confront in real life.
Pioneering LBE: Lessons from the 1990 'Mirage' Project
Fox's pursuit of immersion started decades ago. He shared the fascinating story of the 1990 Lucasfilm-Hughes Mirage project, a high-tech, networked Star Wars simulator intended for theme parks. It used 60fps graphics, surround sound, and a special "collimating mirror" to create a vast sense of space for two pilots.
Despite being an "amazing experience," it never launched. Fox explained the practical business realities that designers often face: a key internal champion left, accounting methods between the film and defense-contractor partners clashed, and the two-person pod design created a "throughput" problem. Modern LBEs like Smugglers Run, he noted, solve this by putting players "on a rail"—a solution that is "way more practical for a theme park environment," even if it's "not as fun" as the open-world Mirage.
Key Insight: The best, most immersive technological experience might not be the most practical. For Location-Based Entertainment, throughput and operational cost are just as critical as the creative vision.
The Art of Adaptation: Honoring IP in New Mediums
Whether adapting Labyrinth, Indiana Jones, or his own Rube Works game for VR, Fox emphasizes a "balancing act." The goal is to "both serve the IP, but also serve the experience." When bringing Rube Works to VR, he found it "hugely fun" and "much more immersive," but his collaboration with Rube Goldberg's granddaughter was essential to "keep it true" to the original artist's unique humor and logic.
This philosophy extends to game design itself. He learned early on at Lucasfilm to avoid puzzles that were "so random, so arbitrary" that players would get stuck. The goal isn't to fight the player, but to guide them toward discovery.
Key Insight: You want to create a partnership with the player. The goal is to encourage them to get through the game and have all of the 'aha' moments, not to fight against them with impossible puzzles.
The Lucasfilm Culture: Collaboration and the "Keeper of the Vision"
How did Lucasfilm Games produce so many classics? Fox attributes it to a strong "collaborative spirit." He also stressed the importance of having a clear "keeper of the vision" (like Ron Gilbert on Monkey Island). He explained that working on a team—even as a lead programmer on Return to Monkey Island—requires participating "without ego." If the project leader rejects your idea, you can't take it as a loss; you must understand and support their vision to make the best possible project.
Key Insight: For any creative venture, you need to realize who has the last word. You must be willing to support that vision, without ego, to serve the whole project.
Looking Ahead: David Fox's Vision
Fox remains driven by the same idea that started his journey in the 1970s: using technology to create "life-changing experiences." He is actively looking to bring his Rube Works VR game to life and continues to explore how interactive media can empower users.
For David's full, unfiltered predictions on AI in gaming—and to hear the incredible story of his week-long brainstorming session with Hitchhiker's Guide author Douglas Adams for the Labyrinth game—the complete Immergence Show episode is unmissable.
Unlock the Full Masterclass
This article provides a strategic overview, but the magic is in the details! To hear David Fox share the full behind-the-scenes story of the 1990 Mirage LBE project and why it's so different from today's theme park rides, and to truly absorb his expertise:
About Your Host & The Immergence Show
Nico Fara is a Go-To-Market Strategist, Product Marketing Consultant, and passionate Community Builder specializing in the vibrant intersection of AI, Gaming, XR, and Consumer Tech. With a talent for translating visionary tech into compelling product strategies and fostering thriving, engaged communities, Nico empowers brands to connect authentically with their audiences and drive impactful growth. Explore Nico's insights further by visiting www.nicofara.com or www.productmarketpro.com
Get your weekly dose of community and cutting-edge insights on The Immergence Show, a thriving live community event where innovation in AI, XR, Web3, Gaming, and Retail-Tech meets a deeply engaged global community. We host interactive discussions with industry pioneers, ensuring our audience of creative technologists, entrepreneurs, and brand executives leaves with fresh perspectives and actionable knowledge. Join the live experience every Tuesday at 12 PM EST on LinkedIn, catch up on all past episodes via our YouTube Channel and find more resources on www.theimmergence.com.





Comments