designing for innovation: shipping your first vr game | laralyn mcwilliams
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DESIGNING FOR INNOVATION: SHIPPING YOUR FIRST VR GAME
Laralyn McWilliamsChief Creative OfficerSkydance Interactive
@laralyn
INNOVATION & DEVELOPMENT IN THE
TRADITIONAL SPACE✦ Innovation
✦ Look at current market, competing
products
✦ Identify important features/systems
✦ Innovate on each feature/system or
genre blend
✦ Add one key novelty
✦ Development
✦ Create a rough roadmap with time
estimates
✦ Identify any risks
✦ Pre-production and prototype
✦ Develop vertical slice
✦ Execute against production goals
MAKE NO
ASSUMPTIONS✦ Working in VR changes many paradigms
✦ You can’t anticipate what’s different
✦ What makes players nauseous or
disoriented
✦ What’s too intense
✦ What players won’t notice
✦ What limits performance
WALK IN EXISTING
FOOTPRINTS✦ Identify comp titles
✦ Competitive
✦ Feature examples
✦ Whole team should play them
✦ Analyze what works and doesn’t
✦ Be willing to use as a starting point—or
end result
PROTOTYPE
EVERYTHING✦ Use comp games as shortcuts
✦ Start with highest risks and biggest
unknowns
✦ Work in quick, rough, playable iterations
✦ Don’t worry about production pipeline yet
✦ Consider what needs context or a
cohesive setting
FOCUS ON ONE
INNOVATION✦ Innovation in VR is more challenging
✦ Assess difficulty based on comp games
✦ Consider your team’s experience,
strengths
✦ Pick a single new element as your focus
✦ Work until you get that one element
working well
✦ Use that element in context before you
start another innovation
EXPECT DELAYS
✦ Everything takes longer in VR
✦ Either:
✦ Prototyping is more extensive OR
✦ Multiple re-dos on most features
✦ More iteration is required
✦ Iteration takes much longer
EXPECT TECH
CHALLENGES✦ Many many many (x100) unsolved or
difficult problems
✦ Different quality expectations
✦ Multiple platforms, different hardware
✦ Performance
✦ Performance
✦ Performance
EXPECT PROCESS
CHALLENGES✦ High-spec PCs, headsets and
controllers…
✦ …for everyone on the team…
✦ …including QA!
✦ Reviewing builds is challenging
✦ Working with remote team members
requires extra coordination and hardware
✦ More need for in-engine performance and
iteration tools
DESIGNING
INTERACTIONS✦ Wildly variable ability levels
✦ Wildly different levels of patience
✦ Requiring new skills
✦ Harder to get player attention/focus
✦ Harder to do anything on a timer
✦ Wildly different controllers and sensors
DESIGNING UI
✦ Completely different way of thinking
✦ HUD vs. in-world vs. “on screen”
✦ Resolution is challenging, especially for
text
✦ Transitions can be much more jarring
✦ Camera movement AND object
movement can make players nauseous
DESIGNING
LOCOMOTION✦ Good luck with that.
✦ Study an array of other VR games
✦ Prototype, prototype prototype…
✦ …but do it IN CONTEXT
✦ Don’t get lost down a rabbit hole.
✦ Good luck with that!
DESIGNING
ENVIRONMENTS✦ Figure out your arc of view before building
“final” levels
✦ Test every environment in greybox, in
headset, in context
✦ Funnel and direct the player’s attention
✦ Design for performance
Make no assumptions
Walk in existing footprints
Prototype everything
Focus on one innovation
Expect tech challenges
Expect process challenges