Jump to content
  • entries
    44
  • comments
    19
  • views
    2320

PAX West Panel 2017: The Do’s and Don’ts of VR

Josh Chang

788 views

What are the things you should do and don’t do when making VR applications? Find out about the do’s don’ts of VR!

In my second and last VR related panel I went to this year in PAX West 2017. I went to The Do’s and Don’ts of VR.

Hosted by:

  • Peter Akemann [President, Skydance Interactive]
  • Michael Glombicki  [Road to VR]

Unfortunately I must confess:

  • I was not able to find a YouTube video of this panel and…
  • I showed up 10-15 minutes late to the panel

What this means is that I most might missed a good portion of the initial advice and that I have no other way to verify my notes.

With that all being said, what are the do’s and don’ts of VR (that I’ll hopefully get to in the 100 days of VR challenge)?

Let’s find out!

The Do’s and Don’ts of VR

 
0*Iy8tZmVZN3S0trw-.jpeg

Do: Make Shorter Experiences

With VR being a new way to experience playing a game, there are a lot of problems that haven’t been resolved, motion sickness being one of them.

There have been many experimentations and tests to try and avoid motion sickness and I’m sure in the future this problem will be solved. The key word here is future.

What was suggested was to create fun and thrilling experiences like Archangel (created by Skydance Interactive)

Have all the optimizations to prevent motion sickness that you can try and do, but try to segment gameplay to shorter 15 minutes experiences so that players can take a break.

Don’t: Feature Creep

VR is the wild west of application development right now. There are too many cool ideas to create and not enough developers to create them. Resists the urge to keep creating new experiences.

Instead, create your concept work, show it, and then iterate upon it.

Do: Standardize the Software/Hardware

Right now, there are too many new software and hardware being created across multiple platforms.

At this point, we don’t need new hardware, especially if there’s no standardization. Developer will never create an application using an obscure hardware/controller, because no one will ever use it. Likewise hardware creators will never create new devices if developers/users will never use them.

What needs to be done is have a standard way for people to create VR applications from any development platform and then published to any VR platform with any controller device, even the obscure ones.

A great example is what Khronos OpenXR is trying to achieve by abstracting the different platforms, allowing you to interweave software and hardware seamlessly through a simple API.

Ideally in the future, any developer can pick up their engine of choice (Unity or Unreal Engine) and just as easily ship their game to the different platforms (Oculus or Vibe) all in a touch of a button.

Do: Be Able to Create Content in VR in VR

Currently we’re in the age where we can use software to create more software.

An example is being able to create a game using a game engine like Unity.

There are still many components in VR where we can still use computer software to create the application, such as coding and making the world and character, however there are certain situations that being able to create content in VR would be the best.

The best example given was using the Oculus Medium in Archangels.

In VR, the details that are put inside each model is important, because users are free to look around the game, exposing details that normally could have been hidden away.

Oculus Medium puts you in a VR world allowing you to make changes live in VR. By creating VR in VR, you can easily catch things that you’d miss on a computer and allow you to craft more realistic models.

Do: Collaborate with Other Developers and Form Partnerships

VR is fighting an uphill battle. Unlike how Mobile apps carved out a niche for itself for casual gaming (think playing on the bus), VR headsets require you to be completely focused on it.

In terms of consumer attention, VR devices have to compete with game consoles and PCs. With VR being new, it might be hard to create an compelling experience by yourself. It’s best to collaborate with others to make the maximum impact in creating a commercially viable product.

A great suggestion to do that is to:

You might actually run into stealth Venture Capitalists in meetups where you can pitch your ideas or find someone who would be willing to pass around your demo to a VC.

Note, it’s important that you have a demo and not just an idea. Everybody has an idea, but in this space, execution (or at least a demo) is even more important.

Do: Get Started

Finally, get started! VR desperately needs more creators and if we hope to stand a chance in making the technology prevail, we need to pool our skills together to create unique and fun experiences that will wow the users.

Get started:

  • Pick up a development toolkit like Unity or Unreal.
  • Pick up a Oculus, Vive, or even Google Cardboard.
  • Get started prototyping!

Conclusion

I think the TLDR of the panel is that developers should create something and share their experiences with other developers when they have something to show.

By providing as much value as you can to others, you might be rewarded in the future with the connections that you make. Who knows, maybe the guy you helped out before might be willing cooperate with you on your next project!

It was a great panel and another great year to be at PAX, however all good things must come to an end. I can’t wait for next year to see how much things will have changed in the VR space. Until then, I’ll see you guys tomorrow for Day 3 of the 100 days of VR!

Original source: PAX Panel: The Do’s and Don’ts of VR



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Aileen Chen
      2019 Asia VR&AR Fair&Summit (VR&AR Fair 2019)
      Date: May 9-11, 2019
      Venue: China Import&Export Fair Complex, Guangzhou, China
      Address: No. 382, Yuejiang Zhong Road, Guangzhou, China
      Website: http://www.vrarfair.com/index.php?lang=en
      Hosted by: Guangdong Grandeur International Exhibition Group
      Co-organized by: Guangzhou Virtual Reality Industry Association, Guangdong VR Industry Alliance, Shenzhen Virtual Reality Industry Federation, Shenzhen Virtual Reality Industry Association
       
      Overview
      As a thematic exhibition of China Guangzhou International Leisure & Recreation Expo (GILE),VR&AR Fair has been successfully held for two consecutive years (Twice a year, Guangzhou and Wuhan), becoming the One and Only Professional Demonstration and Trade Platform of the VR&AR Industry in Guangzhou. Over the years, we has gathered numbers of famous companies at home and abroad to display their latest products and technologies at VR&AR Fair, including JD.COM, 3Glassess, DP VR, Leke VR, PiXYZ Software (France), ICAROS(Germany), Ai6tech (Taiwan), VRway, Hirain, Royole, Super Captain, TPCAST VR, Shenlinqijing, Foldspace, NineD, TPcast, etc. 
       
      VR&AR Fair 2019 is estimated to host over 250 exhibitors and co-located with 2019 Asia Amusement&Attractions Expo (AAA 2019) on a show floor of 10,0000 sq.m, which are going to cover sectors like VR helmet accessories, VR all-in-one machine, interactive multimedia products, immersive games and devices, immersive digital cinemas, virtual walk-through products, auto stereoscopic (glasses-free), 3D-9D cinema devices, multi-touch devices, AR equipment, AR game, environment modeling technology, realistic sensor (real-time) rendering technology, amusement equipment, Theme Park Facilities,etc. 
       
      Concurrent event:
      2019 Asia Science Museum & Exhibition Hall Facilities Expo
      2019 Asia Multimedia Technology & Interactive Projection Expo
      The 10th Asia Theater & Filming Equipment Fair 2019
      2019 Asia Amusement & Attraction Expo
       
      Why VR&AR Fair 2019?
      1. Win face-to-face business opportunities
      2. Seek professional buyers
      3. Come into contact with business decision makers
      4. Maintain existing clients and find new clients
      5. Effectively improve brand image & awareness
      6. Accurately position your company and brand
      7. Grab market shares
      8. Get access to the latest industrial development
      9. Vigorously expand product and service scope
      10. Establish extensive agent and investment attraction network
       
       
      Discover Your Opportunity at VR&AR Fair 2019!
      Aileen Chen
      Director of Guangdong Grandeur International Exhibition Group
      Tel: 82-20-29806525  
      Fax: 86-20-82579220 
      Mobile/Wechant: 15089702986
      E-mail: grand.fi@grahw.com 
       
       
       
    • By Liam Weston
      Greetings fellow gaming enthusiasts!
      I am the Product Manager for a VR game called Funny Farm VR.
      https://www.funnyfarmvr.com/
      We have already have a proof of concept build of the game that is published on iOS, Android, Oculus Rift, Oculus Go, GearVR, Pico and Niburu platforms. Not a bad start eh? 
      It's a 3D VR game built on the Unity platform. We are now looking to further develop the game concept and build on what we have to achieve the following:
      Introduce a game economy (power ups / rewards / currency) Add more levels We need 1 or 2 developers with experience in developing on the Unity 3D platform as well as a 3D artist and animator.
      This is a great opportunity to work on a fun game and inject your own ideas / personality into it.
      If you're interested in getting involved drop me a message and I'll get in touch.
      Looking forward to putting a team together!
      Liam
       
    • By Questengine
      I made a VR game for Oculus Rift.  It feature complete, but of course some assets are incomplete and balance needs work.  If you have an Oculus Rift and you're looking for something to do with it, you could do worse!
      It's a puzzle/resource management game disguised as a space shooter.  You're in a space ship cockpit and the guns are shooting the aliens, but that's all automatic and passive.  You just maintain ammo supplies, manage heat, recover loot and keep the ship shielded.  There's lots of switches and do-dads scattered all around the cockpit to keep you busy. It's very VR friendly: you have a mostly stationary cockpit, lots of reasons to turn and look and use you motion controllers, and games can be very short.
      This beta is very configurable too.  There's a plain old text file where you can change lots of the static values the game uses.  I'd actually like help balancing everything to be honest as it's a bit complicated.  
      If you have an Oculus Rift I hope you'll take a look.  
      http://www.questengine.com/vercs


    • By OfficePassenger
      Dear frends, I would like to try myself as a composer for games, I make unusual music with an unusual mood and atmosphere, I like to work on sounds and details in music, below I attach examples of my works, [deleted by moderator]
      1.mp3
      2.mp3
      3.mp3
      4.mp3
      5.mp3
      6.mp3
      7.mp3
      8.mp3
    • By sdef Lab
      Hi,
      We have designed VR project with a large area database and when we are making our aircraft to move around the scene , we are facing a spatial jittering when trying to move far from origin
      any solution???.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!