VR Design : Best Practices

At GDC 2015, I had some informal conversations with some of the best videogame designers and engineers in the world, and inevitably they all centered around: “we know all about videogames, what do we need to look out for when creating VR?”

chemistryAcross the course of the conference, I synthesized these key points, which together represent what we feel are the guiding principles of VR design, circa 2015.

From the trenches, to your eyes. Here’s your free guidance:

Best Practices in VR Design

1. Its got to be pure 3d
— 2d tricks no longer work. billboards, masks, overlays etc…
unless you want to make a stylistic choice
— even your UI is now 100% situated in 3space

2. your geometry, and physics, must be seamless, waterproof, and tight.
— when a player sees the world stereoscopically, small details stand out
— for instance, props that float 1cm above a surface
— and 2mm cracks at wall joins
— these were overlooked in frame games, but are unforgivable in VR

3. really consider detail in textures / normals
— VR has a way of inviting players to inspect objects, props, surfaces and characters…
— up close. really close.
— in a much more intimate level than traditional games
— so be prepared for close inspection
— and make sure that your textures are tight
— along with your collision hulls

4. your collisions for near field objects must be perfect
— fingers can’t penetrate walls
— create detailed high resolution collision shells
. . . for all near sets pieces, props, and characters

5. positional audio is paramount
— audio now has true perceptive 3d positioning, 360° sphere
— you can really effectively guide the users attention and direction with audio prompts
— they will generally turn and look at audio calls for attention.

6. locomotion is key. and hard.
— swivel chair seated experiences are currently optimal
— near-instant high velocity teleports are optimal
strafing is out, completely : generates total nausea
— 2 primary metaphors are
. . . a) cockpits — cars, planes, ships
. . . b) suited helmets — space suit, scuba mask, ski mask
— cockpits allow physical grounding and help support hard / fast movements
— helmets support HUDs for UI, maps, messaging

7. flying is fun
— a near optimal form of locomotion
— no concerns with ground contact, head bob
— good way to cover large geographies at moderate speed
— managing in-flight collisions:
— a whole ‘nother conversation : force fields and the skillful flying illusion
— speaking of collisions:

8. consider where to place UI
— fixed GUIs suggest a helmet
— local / natural GUIs are more optimal
— consider point of attachment : primaries are:
—— head attachment, which is like a helmet
—— abdomen attachment, which is something you can look down and view

9. graphics performance & frame rate is absolutely key
— the difference between 75fps and 30fps is night and day…
— you MUST deliver 75 fps at a minimum
— don’t ship until you hit this bar
— this isn’t an average, its a floor

10. consider the frustum / tracking volume
— generally, depending on the specific hardware, the positional tracking is in a limited volume
— design your game to optimize performance while in the volume
— and don’t do things that lead players outside the volume
— and gracefully handle what happens when they exit, and then re-enter, the tracking space
— this is similar to the “follow-cam” challenge in trad 3D videogames

11. pacing
— when designing the play experience, consider:
— VR currently favors exploratory experiences above fast paced combat
— this is an absolutely new medium, with its own conventions and rules
— this is a KEY design principle
— be considerate of a users comfort and joy

11+. test test test
— VR experiences are very subjective
— find out what works for your intended audience
— reward your players for their commitment

 


That’s your high level design direction.

There’s also some great, more detailed technical docs on the web regarding the dirty details of VR dev & design, from the creators themselves. Here they are:

Got experience with VR dev / design?
Think we missed something? Want a job?
Comment below:

First person VR lightsaber : the design intent

We’ve helped pioneer first person VR lightsaber control in-Rift with our ScenePlay demo app. This is what happens when you take that vector and extend it towards its logical conclusion: just add photorealistic rendering, VR cinema backplates, AI stormtroopers, laser bolts and explosions… voila.

Consider this advanced pre-viz of the experiences coming down the pipe in the next 3 years. Start practicing up your swordplay skills, and Enjoy.

What’s a lightsaber look like, you might ask? Well, this:

Mark Zuckerberg tests out the new Oculus touch hand controllers as Brendan Iribe observes

Mark Zuckerberg tests out the new Oculus touch hand controllers as Brendan Iribe observes

And this;

Testing out the Sony Move hand controllers paired with the Sony Morpheus VR HMD for the PlayStation 4

Testing out the Sony Move hand controllers & Sony Morpheus VR HMD for the PlayStation 4

Or, if you prefer the dark side, go ahead, play Vader:

Typekit for Game Designers : Live Shadows for TextMeshes in Unity

YES, thanks to Typogenic, we now have live light baking and true shadow-casting from dynamic in-game text in Unity. Thank God!

real time shadows on textmesh in unity3d

real time shadows cast from dynamic TextMesh in Unity3d 5.1

THANK YOU Typogenic,
you’re TypoGenius!

And, while we’re at it,
where have you been, Littera?
This web-based font rendering tool is awesome!

kvazars.com/littera/

Screen Shot 2015-07-17 at 9.04.43 AM

What’s all this type about?

Exciting upgrades coming down the road for the dSky VRengine, specifically for our CreditsMachine component.

Stay tuned!