VR Design

these-details-make-‘half-life:-alyx’-unlike-any-other-vr-game-–-inside-xr-design

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: Alyx and how they add an immersive layer to the game rarely found elsewhere. You can find the complete video below, or continue reading for an adapted text version. Intro Now listen, I know you’ve almost […]

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these-clever-tools-make-vr-way-more-immersive-–-inside-xr-design

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 of Red Matter 2’s ‘grabber tools’ and the many ways that they contribute to immersion. You can find the complete video below, or continue reading for an adapted text version. Intro Today we’re going to talk about

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designing-mixed-reality-apps-that-adapt-to-different-spaces

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 a background. In this Guest Article, developer Thomas Van Bouwel explains his approach to designing an MR game that adapts to different environments. Guest Article by Thomas Van Bouwel Thomas is a Belgian-Brazilian VR developer currently based in Brussels.

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crafting-memorable-vr-experiences-–-the-interaction-design-of-‘fujii’

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, audio, and haptics that work together in deliberate concert to suspend disbelief and engross the user. Fujii is a joyful interactive adventure and a masterclass in rich VR interactions. The President of

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collaborative-spatial-design-app-‘shapesxr’-raises-$8.6m,-expanding-to-apple-vision-pro-&-other-headsets

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. The company announced today it has raised an $8.6 million seed investment, part of which the company plans to use to expand to more headsets. While so many VR interfaces and interactions borrow heavily (if not

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‘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 much-loved IP reimagined specifically for the medium. Made exclusively for PSVR 2, the game was built collaboratively between studios Guerrilla Games and Firesprite, both part of PlayStation Studios. We sat

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a-concise-beginner’s-guide-to-apple-vision-pro-design-&-development

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, Sterling Crispin offers up a concise guide for what first-time XR developers should keep in mind as they approach app development for Apple Vision Pro. Guest Article by Sterling Crispin Sterling Crispin

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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 result is a uniquely immersive experience that required some clever design behind the scenes to make it all work. This guest article by developer Rune Skovbo Johansen explains the approach. Guest Article

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