VR Design

VR Design

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,...

Collaborative Spatial Design App ‘ShapesXR’ Raises $8.6M, Expanding to Apple Vision Pro & Other...

ShapesXR is a collaborative spatial design app built to make it easy to prototype spatial interfaces, interactions, and environments. The company announced today it...

‘Horizon Call of the Mountain’ Behind-the-scenes – Insights & Artwork from Guerrilla & Firesprite

It's a rare treat when we get a VR game with the scope and scale of Horizon Call of the Mountain, let alone to see...

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,...

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...

VR Comfort Settings Checklist & Glossary for Developers and Players Alike

For those who have been playing or developing VR content for years, it might seem 'obvious' what kind of settings are expected to be...

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...

‘Moss: Book II’ Behind-the-scenes – Insights & Artwork from Polyarc

In an industry as young as VR there's scarcely any original IP that's had the time to become truly iconic. But if there's one...
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Inside VR Design: The Clever Weapons, Locomotion, & Open-world of ‘Stormland’

In Inside VR Design we examine specific examples of great VR design. Today we’re looking at the clever design of Stormland's weapons, locomotion, and open-world. You...

“Oh shit, the game is successful,” Says ‘Gorilla Tag’ Dev After 1.5M Player Milestone...

First-time indie VR developer Kerestell Smith was taken aback at the reception of his Early Access multiplayer VR game, Gorilla Tag. The unassuming lo-fi title,...
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Inside VR Design: The Interface of ‘Electronauts’

Inside VR Design is a pilot for what could become an ongoing series examining specific examples of great VR design. Today we're looking at...

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...

‘Blaston’ is a Fantastically Creative VR ‘Shooter’ That’s All About Making You Move

Blaston, the latest VR title from Resolution Games, is a 1 vs. 1 multiplayer VR game that thinks completely outside the box and explores...

Miniature ‘Beat Saber’ Concept Offers a Peek into the Future of AR Games

Oculus released optical hand-tracking on Quest as an experimental feature late last year, and ever since developers have been showing off their own unique and...
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‘Telepath’ Movement System Could be a Great Fit for Quest Controllerless Hand-tracking

Controller-less hand-tracking (like what's currently available as an experimental feature on Quest) has a handful of advantages over using controllers, like convenience and intuitiveness....
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