Game design for VR: Breaking Rules
summary
Argues that many VR "rules" get broken successfully and gives concrete examples: frame rate must stay locked or players feel ill; movement needs bespoke design (twin-stick FPS fails in VR); arm-tracking causes arm strain limiting session length to 20–30 minutes for many users; small camera tweaks like a subtle tilt the camera in a launch tube (EVE Valkyrie) increase presence; gaze-driven triggers and staged architecture replace film framing; cites Tumble VR, Thumper, Rush of Blood, Batman VR, Wipeout and Elite Dangerous as working approaches and tradeoffs.
AI-written summary · about
chapters (34)
- 0:00Start
- 0:24Gary Napper
- 1:44Who Am I
- 3:06The Unknown
- 3:36Terminology
- 4:05Presence
- 4:34Example Rules
- 5:09Audio
- 7:52Exit Syndrome
- 8:14Movement
- 11:42Physical Drained
- 13:25Play Times
- 14:33Designing for the Restrictions and the Advantages
- 17:08Framerate
- 17:44Motion Sickness
- 18:05Framing and Composition
- 18:45Stage Design
- 19:55101 Things I Learned in Architecture School
- 20:16Pacing
- 22:14Personal Space
- 23:28Eyes and Characters
- 25:19Body Language
- 30:00Tumble Vr
- 32:01Danger Ball
- 32:54Test the Game
- 33:40Camera Rules
- 34:36Cameras
- 35:23Changing the Camera Perspective
- 36:15Wipeout Vr
- 37:53Feeling of Sickness
- 41:26Questions
- 41:45Online Experiences of Vr
- 42:22Facebook Vr
- 45:57Vr Will Be the Future of Video Games
related talks
50mVR Best Practices
46mScience based Design Decision Making for Virtual Reality
03mComputer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investiga...
31mLessons from Oculus: Overcoming VR Roadblocks
42mDesigning Engaging VR & AR Games
48mTalking VR Turkey
43mFrom 0 to 90: achieving peak performance in multiplatform VR development
08mPress A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual Reality
