How to Deal With Death, Movement and More in Virtual Reality Game Design

How to Deal With Death, Movement and More in Virtual Reality Game Design

At VR World Congress this year I hosted a panel with some of the UK's top indie VR Game Designers . We discussed a wide range of topics including how to deal with movement, motion sickness, deaths and how to train players to unlearn already established gaming mechanics.

You can find out the questions and panelists below the video.

 

Questions

2:21 – How do you go about getting gamers to unlearn established mechanics and what should players expect to be different in VR?

9:42 – Oculus have comfort ratings but Valve don’t. Do you feel the comfort ratings are required for each game in VR and why?

14:08 – How much do you take motion sickness into consideration when designing Esper and Esper 2?

15:10 – How do you deal with movement in virtual reality?

20:27 – How do you approach players well-being in VR? (not traumatising them)

24:40 – How do you deal with death in VR?

26:40 – How do you go about developing a players identity in VR?

Panelists

Katie Goode
Co-Founder and Creative Director of Triangular Pixels
VR Games - Smash Hit Plunder, Unseen Diplomacy, The Hatton Garden Heist

Tom Beardsmore
CEO and Co-Founder of Coatsink 
VR Games - Esper, Esper 2, Gang Beasts VR (coming soon)

Paul Colls
Co-Founder and Creative Director of Fierce Kaiju 
VR Games - Viral 

Stef Keegan
Co-Founder and Producer at Pixel Ripped
VR Game - Pixel Ripped 

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