One page is all it takes – in July 2017, during the Develop: Brighton conference, we met with a variety of virtual reality (VR) platform and hardware companies to discuss our thoughts about what our next videogame title should be. At the time, it was decided that a mobile VR title would be best fitting, to put the studio in a position of gaining invaluable experience designed and developing for mobile and standalone chipsets with the technology moving towards standalone, all-in-one VR headsets.

A number of one-page proposals were created by our Senior Designer Pete, who joined the Make Real team to create the early prototype for what became Loco Dojo, into a full title in late 2016 through to its release in April 2017. One particular idea struck a chord with the team and ultimately, VR platform holders who encouraged us to flesh it out into a larger concept pitch document.

With continued positive noises, we developed the one-pager into an early mobile VR videogame prototype, incorporating some key mechanisms to showcase the core concept and use of mobile input devices. After the initial review, whilst the feedback was good, we continued to tweak the prototype incorporating suggestions to bolster the desire for funding.

At this stage, being a mobile VR focused title, the title was set around one particular skill-based game and theme, the then working title “Darrrts” should make it clear what that was. However, even after further tweaking and honing of the potential skill mastery and character progression, we felt that the 3DoF input available with current mobile VR devices was holding back the true potential of the title.

Fortunately, or unfortunately depending how you look at it, those who we were showing the early prototype to agreed and so we set out to expand the videogame mechanics and scope by moving over to a full, 6DoF VR experience. Suddenly we were freed of the input limitations in relation to what we wanted to achieve and a creative burst of ideas waiting in Pete’s head were unleashed, meaning that we went from a simple, single idea to a much larger, social VR title with much more breadth to consider. Read more from…

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