Bay Area XR studio / est. 2024

VR.For real.

VR games, immersive installations, and XR consulting.

Building worlds worth inhabiting.

Featured work

Games. Art. Direction.

VR Multiplayer Game / 2025

Smash Eat Grow

A VR multiplayer game where alien Smashers eat their way through fully destructible cities, grow in size, and turn chaos into the point.

Immersive Art Installation / 2025

Osato

A VR recreation of Bay Area artist Maya Fuji's ancestral home, connecting heritage, memory, and unreal space.

Meta Ray-Ban Display

MRBD Apps.

Wearable XR app prototypes for glanceable state, quick action, and hands-free flow.

View MRBD work

Meta Ray-Ban Display / 2026

MediSight

A hands-free first-aid training overlay that keeps the next step in view while the user's hands stay on the task.

Meta Ray-Ban Display / 2026

MuniSniper

A street-level transit assistant that locks onto the stop, route, direction, and next arrival without forcing the rider into a map app.

MRBD Prototype / Under Wraps

Redacted

A wearable prototype is in progress. Locked here until the demo is ready.

The studio

Stubborn about presence.

Obstinate is a VR/XR development and consulting studio in the Bay Area, California. Founded by Storm Griffith in 2024, the studio builds spatial software across headset games, wearable interfaces, immersive art, and consumer-facing prototypes.

The work sits between technical production and experiential direction: Unity and Unreal development, interaction systems, performance-minded implementation, and product thinking for projects that need to feel intuitive in motion.

Obstinate / adjective

1: stubbornly adhering to an opinion, purpose, or course.

2: not easily subdued, remedied, or removed.

01

VR game design & development

02

XR interface prototypes

03

Immersive art installations

04

Unity / Unreal consulting

05

Spatial product direction

Storm Griffith

Founder / XR developer

Storm Griffith

Storm Griffith is a multidisciplinary VR/XR developer and artist specializing in headset games, spatial interfaces, and immersive systems. Practicing since 2014, he works across Unity, Unreal Engine, C#, interaction design, level design, 3D production, lighting, performance analysis, tuning, and game systems design.

Before launching Obstinate, Storm spent six years as Lead Level Designer on Onward, helping shape a genre-defining tactical VR title through its Meta acquisition and global scale to millions of players.

Storm is also a public speaker, appearing in panels on VR production, immersive art, project retrospectives, and the future of spatial computing.

LinkedIn

Appearances

Talks, panels, rooms.

  1. 2018 University of Washington, Seattle VR is Now
  2. 2018 Oculus Connect 5 Onward VR League World Finals
  3. 2020 Meta Connect 1 Onward!: Porting from PCVR to Quest
  4. 2022 Untitled @ Miami Art Week Making & Claiming Space
  5. 2023 Shack 15 Nexus Black Art Week
  6. 2025 Glass Rice Osato/Quiet Conversations
  7. 2026 Root Division Flourish

Inquiry?

Drop us a line.

For VR games, XR prototypes, wearable app concepts, installations, partnerships, or consulting, send a note with the goal, platform, timeline, and where you need support.

[email protected]