Design & Development

Design & Development

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These Details Make ‘Half-Life: Alyx’ Unlike Any Other VR Game – Inside XR Design

In Inside XR Design we examine specific examples of great VR design. Today we’re looking at the details of Half-Life:...
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These Clever Tools Make VR Way More Immersive – Inside XR Design

In Inside XR Design we examine specific examples of great VR design. Today we’re looking at the clever design...

Designing Mixed Reality Apps That Adapt to Different Spaces

Laser Dance is an upcoming mixed reality game that seeks to use Quest's passthrough capability as more than just...

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...

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

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

‘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...

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...

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...

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...

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...

‘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...
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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...

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

First-time indie VR developer Kerestell Smith was taken aback at the reception of his Early Access multiplayer VR game, Gorilla...
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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...

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...
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