~/talk

Game design for VR: Breaking Rules

Talkat Konsoll 2018 · 2018-11-01..11-02· [webxr, game-development]
slides:none on file

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

  1. 0:00Start
  2. 0:24Gary Napper
  3. 1:44Who Am I
  4. 3:06The Unknown
  5. 3:36Terminology
  6. 4:05Presence
  7. 4:34Example Rules
  8. 5:09Audio
  9. 7:52Exit Syndrome
  10. 8:14Movement
  11. 11:42Physical Drained
  12. 13:25Play Times
  13. 14:33Designing for the Restrictions and the Advantages
  14. 17:08Framerate
  15. 17:44Motion Sickness
  16. 18:05Framing and Composition
  17. 18:45Stage Design
  18. 19:55101 Things I Learned in Architecture School
  19. 20:16Pacing
  20. 22:14Personal Space
  21. 23:28Eyes and Characters
  22. 25:19Body Language
  23. 30:00Tumble Vr
  24. 32:01Danger Ball
  25. 32:54Test the Game
  26. 33:40Camera Rules
  27. 34:36Cameras
  28. 35:23Changing the Camera Perspective
  29. 36:15Wipeout Vr
  30. 37:53Feeling of Sickness
  31. 41:26Questions
  32. 41:45Online Experiences of Vr
  33. 42:22Facebook Vr
  34. 45:57Vr Will Be the Future of Video Games
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