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Building a VR game is even harder.

Input in traditional games is limited to analog sticks and a few buttons.  With VR the player is the input system.  We had to account for a variety of interfaces, tall, short, thin and thick.  We realized that we had to make affordances for the players.  Overhead collision had to accommodate for the tallest players.  Short players had to be able to reach items.  In VR so much depends on the player, it forces game designers to hyper-focus on the player.  The player is as much a part of the game as any other game system.  

Recognizing the player is central to every moment of the game pushes our attention to focus on how the player will experience each moment.  This single paradigm shift changes how you approach the game.  Every game mechanic that is introduced, every artistic detail, every melody, every ounce of performance that is squeezed from the game – it all is for you – the players.  We crafted this game with each of you in mind.

One of the most difficult aspects of this game was something players would never see and may not notice until it was gone.  Performance.  Crafting a world that is rich and renders at 90 frames per second is no small feat.  We spent hours writing the perfect shader, culling vertices, and baking textures.  Performance is one of the reasons the game stalled – it sat idle for a few months while we worked out how to resolve the performance issues. 

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