Raw Data devs share their missteps so you won’t make them too

Survios’ Raw Data has been one of the standout successes in virtual reality game design. But at VRDC Fall 2017 in San Francisco today, a pair of Survios devs took the stage to talk about how development went wrong along the way — and what they’ve learned from the experience.

“Today we’re going to tell you everything that went wrong with Raw Data,” said Survios design director Mike McTyre, alongside Survios CT Alex Silkin.

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VR is an effective tool for exposure therapy & phobia treatment

VR may still be considered a new technology but its practical applications beyond entertainment is evident through innovative, therapeutic VR applications that have been around for years. What is the current climate of VR in phobia treatment, and how does VR treatment work?

During VRDC 2017 in San Francisco today, executive director of Checkpoints Organisation and Doctor Jennifer Hazel answered these questions and more during a discussion that covered what makes a VR experience effective for phobia treatment from a psychological, physiological, and technical point of view.  

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How presence in VR is beneficial for human research

VR has many practical uses outside the sphere games and entertainment. The multiple applications where the technology can be utilized leaves a lot of room for innovation. With that, it comes as no surprise that VR has been used by researchers interested in using the tech to gain insight into human cognition.

During VRDC 2017 in San Francisco today, head of virtual reality and game design at IBM Research Aldis Sipolins lead a discussion about what VR means for human research, and how game design overlaps with experimental design.

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The world is the genre: How devs can make more meaningful VR/MR games

Where do we go from here? It was a common topic of conversation at VRDC Fall 2017 in San Francisco this week, as developers and other industry types try to suss out what the future holds for virtual- and augmented-reality experiences.

XEODesign chief and game designer Nicole Lazzaro tackled the topic in a talk at the show about what the future looks like for mixed-reality, outlining a number of possible futures and walking devs through what they can expect to do to get there.

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Viveport gifting devs 100% of revenue made over the holidays

HTC plans to mark the one-year anniversary of its Viveport virtual reality platform by letting developers keep 100 percent of revenue made from sales during the holidays.

More specifically, Viveport will be foregoing its platform fees from October through to the end of the year, allowing devs to take home every single penny.

To further commemorate the occasion, Vive is also rolling out a host of new platform features like the Scene SDK, which lets developers create immersive VR previews and skyboxes that can be streamed dynamically to viewers to boost engagement.

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What Cyan learned in taking FMV-rich Obduction from 2D into VR

Cyan Inc’s 2016 game Obduction is a funny fusion of old and new, a spiritual successor to the ‘90s hit Myst that populates a modern 3D adventure game with retro-future elements like fuzzy, live-action holograms.

During development, Cyan decided to take that fusion one step further and try to design the game so that it would also work well in VR. At VRDC Fall 2017 in San Francisco today, Cyan software engineer Hannah Gamiel gave an interesting talk about what the team learned in the process — and how other devs can make use of those learnings.

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How medical care benefits from VR/AR and virtual humans

VR/AR is utilized in professions outside the realm of games and entertainment and offer unique capabilities for health related research and treatment, especially with the introduction of virtual humans as beneficial assets in the medical field.

During VRDC 2017 in San Francisco today, Director of Research and Development Integration at USC Institute for Creative Technologies Arno Hartholt lead a discussion about immersive medical care to an audience of curious minds interested in the innovative ways VR/AR is being used today.

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How neuroscience can pave the way for VR’s future

For Noah Falstein, the future of virtual reality depends not only on understanding the technology and the market, but understanding the fundamental underpinnings of the human brain.

“It’s like you’re going through a mountain pass,” he said at VRDC 2017 in San Francisco today, speaking to an audience made up of game developers as well as people in other industries.

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Owlchemy shares lessons learned making Rick and Morty: Virtual Rick-ality

A few months ago, Owlchemy Labs followed up its success with Job Simulator by releasing Rick & Morty: Virtual Rick-ality, a VR game that expands on Owlchemy’s stock-in-trade (“pick up and play with things”) while also incorporating elements of Adult Swim’s hyper-popular animated show.

At VRDC Fall 2017 today, Owlchemy’s Alex Schwartz and Devin Reimer hopped onstage to talk a bit about what they’d learned in making the game, which was actually born before Job Simulator shipped.

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VR vets share practical advice on making immersive VR worlds

Virtual reality has arrived, and many developers continue to struggle with one of its core challenges: how do you design a VR game or experience that makes players feel immersed in another world?

At VRDC Fall 2017 in San Francisco today, a panel of experienced VR devs took to the stage to share their own experiences crafting immersive VR worlds.

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