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Development

Why you really don’t want Knightmare in VR

or, How we went from Knightmare to Unseen Diplomacy.

One of the great things about showing off any kind of VR to people is watching people’s imaginations sparking when they start to think of the possibilities. People come up with all sorts of interesting ideas, but for those of a certain age one suggestion is almost inevitable to appear:

“Someone needs to do Knightmare for this”

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Development

VR Games for all – Designing Unseen Diplomacy for Disabled Users

In Unseen Diplomacy you get to duck and crawl around like a secret agent, your body being the controller – but what happens if you are unable to do so? What if you find it difficult to be that physical due to having restricted movement?

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Development

Unseen Diplomacy released as an exhibit and on Steam

Play at home or at the National Videogame Arcade

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Development

Navigating comfortably in VR

In Smash Hit Plunder, player enjoyment and comfort is our goal. As many in the VR community have started shouting louder about how important comfort is for VR applications, I’ve decided to record a new video and cover a little of what we’re doing for our Gear version.

 

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Development

Stare to Win – A Bad Trend in VR Design

There’s a gameplay decision that’s trending in VR games at the moment, and it’s starting to worry me. I call it ‘stare to win’, and I believe it’s having a negative effect on gameplay and VR games in general.

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Development

Kicking and screaming – upgrading a GearVR project to Unity 5

Development on Smash Hit Plunder has been going for about 10 months now, and with multiple game modes, several rounds of optimisation and lots of user testing it’s a surprisingly complicated game under the hood. So when it came to upgrading to Unity 5, we weren’t looking forward to it.

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Competitions Development

Double Destruction Dev Blog 1: Coming up with the Concept – Influence & Approachable Design

As we’re developing Double Destruction, we will be uploading blog posts as frequently as we can so you can keep track of what it’s like to VR Jam! Today’s development post is about how we came up with the concept and what our influences are.

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Development Games

SouthWest VR Conference 2015 – A Talk in VR Design

25th February was the first ever SouthWest VR conference down in Bristol. We took along Smash Hit Plunder and our Gear VR’s down with two new comfort modes, new book UI, and a new game mode.

I also did a talk “Allow them to believe:Lessons learnt creating dynamic VR gameplay”, which I’ll attempt to go through now!

Categories
Development Games

The “Shared Screen”

Demoing a VR game can be a weird experience. If you’re not careful you end up with someone blindly waving their head around, while a group of onlookers watches in bemusement. To turn this into a much better event for everyone we needed a second, shared screen to bring the whole experience together.

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Development

Virtual Reality posts published on Develop

So last week I had another post up on Develop in relation to the experiences I’ve had while developing in VR for Project Morpheus while I was at Sony, training games at Preloaded, and of course the work on Smash Hit Plunder.