Guest Article
Crafting Memorable VR Experiences – The Interaction Design of ‘Fujii’
Creating a VR that truly immerses the user is no easy feat. To pull this off correctly requires a careful blend of graphics, animations,...
A Concise Beginner’s Guide to Apple Vision Pro Design & Development
Apple Vision Pro has brought new ideas to the table about how XR apps should be designed, controlled, and built. In this Guest Article,...
Cloudhead Games CEO: Apple Vision Pro is an AR Headset Wearing VR Clothes
Cloudhead Games is one of the most successful and senior VR studios in the industry. In this Guest Article, studio head Denny Unger shares...
The Hidden Design Behind the Ingenious Room-Scale Gameplay in ‘Eye of the Temple’
Eye of the Temple is one of the rare VR games that focuses on not just on pure room-scale movement, but dynamic room-scale movement. The...
Developing Rich VR Interactions Faster & Easier Using UltimateXR
Rich interactions between the user and the virtual world are a key aspect of what makes VR so compelling, but creating and tuning such...
The Design & Implementation of Hand-tracking in ‘Myst’
Using Presence Platform’s upgraded Hand Tracking API, we introduced Hand Tracking with our most recent update to Myst on the Meta Quest Platform, titled...
Tech Secrets Behind ‘Cosmonious High’s’ Cast of Interactive Characters
Cosmonious High contains 18 characters across six species all created by a team with zero dedicated animators. That means lots and lots of code...
The Metaverse Saved My Life, Now I’m Using it to Save Others
I’ve spent over 10,000 hours in ‘the metaverse’—or at least the proto-metaverse—virtual worlds inhabited by real people represented as avatars. The experiences and relationships...
Case Study: The Design Behind ‘Cubism’s’ Hand-tracking
Hand tracking first became available on the Oculus Quest back in late 2019. Out of enthusiasm for this new input method, I published a...
How a Solo Indie Developer Built the Best Rated Game on Oculus Quest
Recently released on the Quest store, Cubism is a spatial puzzle game with a slick minimal presentation. Designed by a solo indie developer Thomas Van Bouwel...
2019 Was a Major Inflection Point for VR—Here’s the Proof
VR adoption is accelerating thanks to the Oculus Quest. We’ve seen over 100 VR titles break $1 million in revenue, growing the total VR...
Making ‘The Remedy’ – How A Veteran Illustrator Made one of VR’s Best Short...
Perhaps no project to date shows the potential of Quill—Oculus' VR illustration and animation tool—quite like The Remedy. Created by veteran animator Daniel Martin Peixe, The...
Delighting Users with Rich Interactions is Key to Making VR Engaging & Effective
VR software has introduced many new challenges to developers. Among these challenges, rich interactions are at the very core of all the new elements...
The Surprising Brilliance of ‘Vacation Simulator’s’ VR Paintbrush Tech
Having released the ever popular Job Simulator as a launch title for the HTC Vive back in 2016, Owlchemy Labs is one of the most veteran...
A Look Inside Consumer Perceptions of Oculus Go
More than just the latest in a long line of niche gadgets, Oculus Go represents the linchpin of Facebook's lofty goal of putting one...