VR Design

VR Design

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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...

Unassuming One-man VR Project ‘Gorilla Tag’ Reaches 675K Players, Most Growth on Quest

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,...

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...

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...

‘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....

Valve Explains the Deceptively Simple Design Process That Made ‘Half-Life: Alyx’ Excellent

The secret to Half-Life: Alyx's near-universal acclaim is... well, not as secret as you might think. Yes, the game surely had a budget much larger than...

This Developer Turned His Apartment Into a VR Game

Playing VR games is a great way to stay active, both mentally and physically. But when all is said and done, you're still only...

Oculus ‘Designing for Hands’ Document Introduces Best Practices for Quest Hand-tracking

Hand-tracking on Quest rolled out as an experimental feature in late 2019, but Oculus is letting it gestate before it will accept third-party apps...

Three Totally Creative Uses of Quest Hand-tracking

Oculus brought controllerless hand-tracking to Oculus Quest as an experimental feature back in December, and while it's useful for navigating around the headset's menus...

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...

‘Stormland’ Behind-the-scenes – Insights & Artwork from Insomniac Games

Insomniac Games is no stranger to VR game development. Since 2016 the studio has created three Oculus exclusive VR titles—Feral Rites, Edge of Nowhere,...

‘Asgard’s Wrath’ Behind-the-scenes – Insights & Artwork from Sanzaru Games and Oculus Studios

Sanzaru Games has been working closely with Oculus Studios since the early days of the Oculus Rift. And while the studio has three other...

Valve VR Dev is “Dying to share all the exciting things” in Development

In his talk at the DigiPen Institute of Technology, Valve VR developer predictably didn't share any specifics on the company's yet to be revealed VR...
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