Technolust: Kitbashing the Future
summary
Claim: entire VR worlds come from assembling off‑the‑shelf pieces and node tools, not bespoke code. Workflow names the tools and outcomes — Unity Asset Store packs ($25–$75), node scripting via Playmaker, a $64,000 Kickstarter to fund work, and a launch game called Technolust built largely from bought assets. One‑hour levels appear believable, photogrammetry uses ~120 DSLR cameras, about 15 headsets accumulate for testing, and demos win enthusiastic forum and YouTube feedback.
AI-written summary · about
chapters (7)
- 0:00Introduction to a VR creator
- 1:11The road to early VR demos
- 6:13Developing Technolust
- 10:59Expanding to new projects
- 14:26The art of kit bashing
- 24:00Game development without code
- 27:04Q&A and closing thoughts
related talks
58mPanel: Beyond the Hype: Where Does the True Future of the Metaverse Lie?
21mBringing VR to the masses
40mVideo
56mDevelop Your Next Title in VR/MR for Meta Quest and Meta Horizon OS
17mHow to mix third-party assets without your game looking cheap
42mRoomscale VR: DIY Dreamatoriums
26mThe Digital Self, Community, Society and Beyond
47mDesigning Reality: How Immersive Technologies Are Shaping the Future of Human Experience
