A short lecture I gave at the GameIS 2014 convention - about lessons learned from designing several VR games, including a launch title for Samsung Gear VR
2. Topics
Why VR?
Welcoming our players
The elephant in the room
Best practices
What this means for game design
Rethinking the world
Rethinking pace and flow
Production and budget
The future!
3. Why VR?
We are on the edge of a huge leap forward in VR
Hardware is taking huge steps forward, and will keep improving
In March 2014, Facebook bought Oculus for $2 Billion
Samsungs Galaxy Note 4 and future phones will support Gear VR. 10 million VR-capable phones in 2015.
Google and other companies invested over $500 million in Magic Leap, a VR/AR company
As game designers, working in VR tests our ability to create truly immersive experiences
Because, seriously, VR is awesome
4. Welcoming our players
As VR pioneers, one of our first goals is to help people transition into this new medium
Remember that as developers, we will quickly get used to VR, and forget how shocking the transition can be
We have to introduce players to VR gently, even at the expense of gameplay
5. The elephant in the room
Oculus is working hard to prevent motion sickness
As developers, we have an interest in this as well
At its core, motion sickness happens because of a mis-match between our senses.
What our eyes see doesnt match what our body feels, creating confusion
6. And speaking of elephants
https://www.youtube.com/watch?v=7OXixY2weuk
7. Best practices
Never ever take control of the players head
This includes head bobbing, camera shakes, and zooming
Fixed position in games is the most comfortable, and theres a lot of possibilities to explore
Ideally, let the player control their own movement and set their own pace
If you must move the player:
Move at a constant speed in one direction, dont change direction or axis suddenly
Help them understand where theyre going by using lighting and architecture
Avoid gameplay that requires looking away from direction of travel
Read the Best Practices document!
9. Rethinking the world
HUD must be part of the world, it cant be glued on screen
Dont strive for too much realism
Scale is an easy and extremely powerful tool feeling bigger or smaller is fun!
Let players get up close and personal with stuff
No more cheating you cant introduce objects into the game from off-screen
10. Rethinking pace and flow
Add a lot of breaks in the action
Let players explore, remember that just being in the world is magical
Think of ways to encourage and reward exploration
Dont forget that its a game. Have clear objectives and sense of progress.
11. Production and budget
Be nice to your 3D guys, youre going to need them!
The whole world is 3D
3D budget on Romans VR was 100% more than we anticipated - and that included tons of assets from the mobile game
3D artists have to be much more hands-on, and work closely with both dev and 2D to integrate things into the world
Leave a lot of overhead for experimenting
This is always true, but especially in new mediums
Playtest a lot, but trust the research and community
You wont be able to test every kind of player, and your testing tools are limited
12. VR is the future
Like it or not, VR is going to grow in the coming years
Not just through games, but through cinema, professional and medical apps
Is it going to be a gimmick or a lasting new medium?
That depends on us, and the experiences we create.
13. Thank you!
@eladrory
If youre interested in bringing your games to VR,
contact us at Sidekick!
info@sidekick.co.il