Chapter 16: The Console View

lesson 16: Console View We’ve learned that the Project View shows us everything we have available to put in game. The Scene View shows us everything we have in the current level. In this lesson we’ll learn that the Console View shows us everything we’ve screwed up. Fig. 16.1 shows the Console View. The Console

Paleoart Process: Feathered Rex

Paleoart Process: Feathered Rex Modeling a dinosaur pits artistry against accuracy. Which is more important, popularity or plausibility? Perception or reality? Art or science? For the paleoartist, science is of utmost importance. A paleoartist strives to depict prehistoric life according to the latest scientific findings. A paleoartist should only take artistic liberties to address questions

Developer Blog – VR Design Document Part 3

While a good deal of this post remains redacted, it should still serve its purpose as a sample design document. All will be revealed in due time! III. Narrative Synopsis Shoot stuff and avoid being shot. III. Game Mechanics “Space Blast” is a mobile VR [redacted for the time being]. The game is played [redacted

Developer Blog – What is VR and What Makes It Awesome? Part 2

The first two such people, computer scientist Ivan Sutherland and student Bob Sproull, created “The Sword of Damocles,” widely considered to be the first Virtual Reality system. The device’s headset was so heavy that it needed to be suspended from a mechanical arm hanging from the ceiling; the disconcerting contraption is what inspired the “The

Developer Blog – What is VR and What Makes It Awesome? Part 1

On May 3rd I linked to a brief history of VR. It wasn’t comprehensive enough to be considered accurate. I’m researching and writing a slightly less-brief, kind-of more comprehensive history of VR. About a chapter’s worth. Here’s part 1. What is VR and What Makes It Awesome? Virtual Reality has long existed as more of

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

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

Developer Blog – VR design accommodations and considerations part 3

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