Ever since January I’ve been doing VR as my full time job, transforming from a enthusiast hobbyist to a bonafide VR developer. I’ve made many interactive experiences across multitude of devices and platforms. None of them have excited me more than VR, as this is a very new territory compared to smartphones, the web and video games. So with this new territory comes a lot of unknowns and un-established tropes. I hope to post many of these thoughts and notes on what makes a good and bad VR experience.
- Use fade to black transitions when teleporting the player. This consistently got good feedback from everyone experiencing it
- Fast movement causes the most nausea, so anything that quickly moves the player is a no-go, especially if it is not them initiating the movement.
- Teleporting them too far from their original position can cause disorientation if they don’t have a frame of reference of where they went
- Traditional heads up displays in games where information is static and follows the camera is not very effective in VR. It becomes an eye strain trying to read information at the very edges of the screen
- Represent available actions as their real world counterparts would do. Especially if the player has a controller that enables them to reach and manipulate objects naturally. This eases the burden of figuring out how things should work.
- Stop thinking of of school ways of interacting in VR! Shed the keyboard and mouse and think more about how to make interactions more natural and rooted in reality. Once we have more established interactions and tropes, we have to rely more on the real world counter parts of interactions
That’s it for now, I’ll post more thoughts and notes in VR developement in the coming weeks and months!