Tag Archives: design

Developer Blog – VR Design Document Part 2

By | May 23, 2016

Part 2 of the sample VR Design Document. I. Gameplay Synopsis “Space Blast” is a mobile VR [redacted for the time being]. The game is played [redacted for the time being]. The player takes the role of a transformable space mech with two modes: spaceship and robot. [redacted for the time being]. [redacted for the… Read More »

Developer Blog – An outline of technical/design accommodations and considerations for VR

By | May 9, 2016

This post summarizes 6 or 7 other posts on the subject. Check back as I intend to update this as new #VRdev tips and tricks emerge! To clarify the difference between accommodations and considerations: Technical accommodations must be made in order for the game to be, design considerations must be made in order for the… Read More »

Developer Blog – VR design accommodations and considerations part 3

By | May 7, 2016

So far we’ve discussed design considerations from the standpoint of overcoming challenges inherent to VR. This is a limited strategy. It is possible to fixate on the difficulties to the determent of realizing the possibilities. A complete strategy involves design choices that address the challenges but also enhance the strengths of VR. This means taking… Read More »

Developer Blog – VR design accommodations and considerations part 2

By | May 6, 2016

The aforementioned UI design considerations are necessitated because, again, VR is distinguished by the fact that the display sits only a few centimeters from the eyes. VR is also unique in that input is sourced primarily from head (and eventually, head and eye) movement. This too necessitates its own series of design considerations. While a… Read More »

Developer Blog – VR design considerations and accommodations part 1

By | May 4, 2016

In combination with the technical accomodations aforementioned, developing for VR necessitates design accommodations and considerations as well. Simply porting a game from mobile, PC, or other platform will not work. Because VR is doubly resource intensive, the developer must make design accommodations similar to those made for low-end machines. Accommodations may take the form of… Read More »