
Exploring identity, intimacy and social perception can create a universally resonant narrative space where characters’ choices shape emotional and relational outcomes. The new immersive XR experience, ‘Lesbian Simulator,’ is one such project that blends interactive storytelling with a striking visual design and a deeply personal story.
Iris van der Meule wrote and directed ‘Lesbian Simulator.’ Corine Meijers served as the producer on the installation.
‘Lesbian Simulator’ is an interactive virtual reality video game which prompts users to experience the world from the perspective of a lesbian. While the project’s artistic ode to love and sexual preference doesn’t shy away from tackling serious issues as well, such as the discrimination and abuse that lesbians still face today, it’s still an uplifting experience full of joy and humor.
The immersiveness of XR raises awareness and enhance people’s sense of empathy. The installation also offers the possibility to create worlds and experiences that reach as far as users’ own creativity.
‘Lesbian Simulator’ offers an interesting cross-over between a socially relevant art work and a video game. The experience starts even before the player gets into the VR headset that’s connected to the physical installation. The project lures the audiences to see the experience and sets the tone for the world they are about to step into.
‘Lesbian Simulator’ was supported by DutchCultureUSA, a program of the Kingdom of the Netherlands in the United States. The XR experience, which was produced in the Netherlands, is presented in English, Dutch and Flemish with English subtitles.
‘Lesbian Simulator’ had its International Premiere in the XR Experience Spotlight section of SXSW 2026. The installation was held between March 15-17 at the Fairmont Austin Hotel.
During the immersive experiences’ International Premiere last month, van der Meule generously took the time to sit down for an exclusive interview at the Fairmont Austin Hotel. Among other things, the filmmaker discussed that she wanted to highlight both the challenges and joys of queer life through an immersive XR narrative. She also noted that he project combines interactive storytelling, game mechanics and a sketch-like visual style to foster empathy, spark conversation and balance serious themes with moments of humor and connection.
Film Factual (FF): You wrote the new XR Experience, ‘Lesbian Simulator.’ What inspired you to make the project? How did develop the story for the installation?
Iris van der Meule (IvdM): What inspired me is that I’m a lesbian myself. I grew up in the Netherlands, which on paper is an accepting country – we can get married.
But in public spaces, after I came out, I noticed people started treating me differently. When I held my partner’s hand, I realized it actually wasn’t as safe as it should be.
A couple of years after coming out, I talked to my parents, who are very loving and supportive, about being harassed – even being attacked with a scooter while holding my girlfriend’s hand. They were really surprised and didn’t realize this was happening. That’s when I understood how unaware even supportive people can be of the societal issues queer people face.
So I wanted to create a VR experience to show what queer people go through – not just the difficult parts, but also the joyful ones. I wanted it to be a form of representation that I didn’t have as a teenager.
FF: ‘Lesbian Simulator’ is your first major VR experience. How would you describe the process of creating the project?
IvdM: It’s not technically my first VR project since I made smaller ones in art school, but it’s my first big production. I already had some knowledge, but there’s still so much to learn about VR storytelling and interactivity.
This was the first time I really used game mechanics as storytelling tools. It was exciting to figure out how to translate my experiences – or those of other lesbians – into something that people outside that experience could understand.
One scene I’m especially proud of is where the player has to say “I’m gay” out loud. Even though it doesn’t fully replicate real-life consequences, it creates a sense of awkwardness and nervousness just through interaction and environment.
FF: The installation is a cross between socially relevant art work and a video game. Why did you include art work elements and player choices?
IvdM: I’m a big fan of animation and video games, and I’ve always wanted to make something interactive. With this project, I saw that interactivity could really serve a purpose.
Adding elements like collecting carabiners as points helps motivate players and adds a sense of fun. It also encourages interaction between people after the experience, like comparing scores, which can spark conversations in the exhibition space.
FF: How did you balance the serious and lighthearted moments in ‘Lesbian Simuulator?
IvdM: Initially, I focused on highlighting discrimination and homophobia. But I realized that queer audiences would also experience the work, and I didn’t want it to feel discouraging.
It was important to show both the struggles and the joy – what we’re fighting for, but also the love, fun and progress that exists. I approached this balance naturally by thinking about what I personally enjoy about being queer and what brings happiness in the community.
I’m also aware that the project reflects a Western perspective. Experiences differ greatly across countries, so this work focuses on how these issues appear in Western societies.
FF: How did you conceptualize and execute the experience’s visual style?
IvdM: I used VR drawing software as a sketchbook. I’m not much of a writer, as I prefer to create visually. So I built scenes by drawing and experimenting in space.
For example, in the restaurant scene, holding your partner’s hand makes the environment feel huge, reflecting the feeling that everyone is watching you. That idea came directly from sketching in VR.
The simple, sketch-like style came naturally. I was drawing quickly and roughly, but I ended up liking that aesthetic, so I kept it, even using stick figures.
FF: How did you design the interactive choices for the project?
IvdM: In an ideal world, I would have included more choices, but there were time and budget constraints. Still, I think even minimal interactivity helps players feel more immersed.
Every choice requires additional dialogue, animation, and coding, so it adds complexity quickly. This project was a great learning experience, and in the future, I’d love to create something with more depth and more opportunities for interaction.
FF: ‘Lesbian Simulator’ (had) its International Premiere in the Spotlight section of this year’s SXSW. What does it mean to you that the installation (was) highlighted at the festival?
IvdM: It’s been amazing. This is my debut work, and aside from showing it in Amsterdam, it’s the first time presenting it abroad. I’ve never been to Texas before, so that’s exciting on its own.
The festival is incredible, with so many inspiring projects and people. I’ve met artists, curators, and distributors, and I’m really grateful for the opportunity to connect and share the work. Plus, the weather is great compared to the Netherlands!
