The Gamasutra Deep DivesÂ areÂ anÂ ongoingÂ seriesÂ that aim to shedÂ light on how specific design, art, or technical features within a video game come to be, in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Check outÂ earlier installments, including creating drama through a multitude of simple tasks inÂ Bomber Crew, or maintaining player tension levels inÂ Nex Machina,Â andÂ achieving seamless branching inÂ Watch Dogs 2âs Invasion of Privacy missions.
I am a game designer at Vertigo Games and in cooperation with Wolfdog Interactive I have worked on the VR strategy game Skyworld. My previous game design experience is very diverse, working on a hack-and-slash console game, on applied games for several platforms, and even designed a physical card game.
Over ten years ago I wrote a student post-mortem for Gamasutraâs Game Career Guide for a FMV adventure game. So, hello again.
Skyworld was demanding from a user interface perspective for two reasons: it is a cross-platform VR game, and a VR strategy game. We developed simultaneously for the Oculus, HTC and Microsoft Mixed Reality headsets.
Whatever UI we came up with could not rely on too many buttons, because the amount of buttons between controllers varies. More importantly, what felt right with one controller, was less comfortable with the other, and intuitive controls are especially important in VR.Â In a strategy game you need a lot of information to know whatâs going on. Read more from gamasutra.com…
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