![]() – Vibration feedback – a little “tap” when a user picks something up or a “pulse” when they release it is helps the player navigate the interactivity. Indicate to the user that an object is interactive by having the user’s virtual hands open slightly when near. ![]() – Place an object’s universal grabbable point in an intuitive place where the user would naturally interact with said object. don’t have binoculars if the user can’t look through them). – Don’t put an object in the experience if the user can’t perform it’s obvious function (e.g. – But don’t put any idle hand animation, because it will feel like their hands are haunted. – People want to see their hands immediately when they enter VR. If they are in the scene, then get a good animator or else you’ll have a weird uncanny plastic character standing ominously in the corner. – It’s easier to have non-player characters not in your scene (e.g. It’s our job to lead them through the story. – You can’t blame your player for not looking in the right place or doing the right thing. And here’s some of his tips and tricks for developers in VR: ![]() ![]() We don’t want to boast too much, but he’s really good. With an extensive background in game and VR development (Silent Hill: Shattered Memories in 2008, PSVR’s London Heist, The Martian VR Experience), Sam has translated the visions of writers and directors into cutting edge experiences. How do you get a story to function in the Game Engine? That’s the question Sam Gage (Lead Technical Designer at TTF) tackled in his presentation at 2016’s VR World Congress. ![]()
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