I was just three months old when I heard that I was a little girl again.
It was a small surprise, but the sudden change in the way I saw things had been a long time coming.
At the time, I was struggling to fit into a social environment in which I had to act out my own version of everyday events and I had no way of knowing what others were thinking.
I knew I could do well at the house-based VRI game I had started playing with my brother in early 2014, but my first impressions were a little off.
My brother was really into Minecraft, and I was more interested in his Lego-esque creations.
It seemed like a good idea, and by the time we had started talking about our future projects, we had already started talking to a publisher for a VR film, so I could start making films.
I was thrilled.
I had been dreaming of playing in virtual reality since the age of six, but I hadn’t thought about it that way.
Now I had a VR project in my head and a camera in my hand, and it was exciting to see what it could do.
When the project’s name finally appeared in a game, I knew we were onto something big.
The Oculus Rift was a bit of a shock to me at first.
I’d never seen anything like it in person, and the whole experience felt like I was in a video game.
But after playing the Rift for a few days, I started to realise it was an entirely different experience from what I had imagined.
In reality, it was a huge leap forward for virtual reality.
When I was initially introduced to the Oculus Rift in 2016, I hadn