![]() We're still in the day and age where a lot of stuff is still abstracted. I move my hand and the avatar moves his hand I don't abstract that. ![]() VR and the controllers that they have there, in terms of the inside-out tracking, provides you some ways to get one step closer to being a direct match. I move forward by pressing the stick forward I jump by pressing A or whatever. So, everything you do goes through an abstracted interface. It's also just the sense of immersion, because usually when you're playing a game, you're abstracted by a controller by one step, right. Can people even stomach playing your game? And how can you make it more accessible in that way, as well as accessible to people with different body types and different expressions? ![]() But VR definitely has, on top of that, comfort and accessibility concerns. Our company had done multiple VR games before, but there are some game tricks and things that you do and things you have to worry about that are universal to all games, in terms of your plot and your systems and your presentation. But I also helped out with little design things and give my opinion or whatever.Ĭoming on to VR, from a design perspective, this was my first VR game. They just asked for some help, so I came over to help them with scheduling and setting up the project and managing people. When Resident Evil started up, it was a bigger project than we had done for a while - our other VR projects, Fail Factory and Sports Scramble, are a bit smaller. That started on some of our port projects, and I had done a few of those. I came in and started at Armature as a designer, then slowly started moving into production just kind of a spreadsheets and people person. Tom Ivey: Yeah, I was a game designer for a very long time.
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