Virtual Reality is a relatively new thing, although it has already swarmed the market, using its inherent features to provide a debatable but ultimately more immersive gaming experience than most other mediums.
Many see VR as being still in its earliest of stages: claiming the possibilities are near endless when it comes to what VR can do. But VR isn’t just about games, as artists are making beautiful illustrations apps like Tiltbrush and the medical industry is also trying to implement VR in medical training as well as in treatment.
However, today we’re just talking about games — more specifically a WW2 turret gunner “simulator” called Wartime by Pareidolia Games.
Pareidolia Games are a two-man team trying to develop a 3D, VR game. As any game developers know, especially indie developers, even a 2D game can be gruelling and stressful.
I wanted to know how taking on this mental suicide mission felt and if they’d felt the strain of working on a 3D-modelled, VR game project consisting of only two people?
Like other indie game developers we sometimes have very long days and with a new and evolving technology like VR there are definitely a lot of learning experiences. Because of our team size, we always appreciate help wherever we can get it, whether it’s advice, feedback, or third-party game assets.
Now, I like my Call of Duty, Dragon Ball: FigtherZ, my Skyrim, and my Pokémon too. And the common denominator of all these are that neither of them are VR games.
I’m not incredibly familiar with VR games as I’ve only played them a handful times. I have played many other games (a bit more than a handful last I counted). So, I’m not the best advocate for VR games and what they can do better as opposed to “regular” games.
Emil and Kenneth might not be VR-experts, but I asked them what they personally found different when comparing VR games with the games most of us know AND why they wanted to develop in VR opposed to the norm?
We think VR is an interesting new technology with a lot of potential, notably when it comes to providing an immersive experience. In the case of video games, we can create very seamless and intuitive interactions, which we hope translated into a more powerful experience.
Adding to that:
If done right, VR has the potential to elevate the impact of many aspects of regular video games, like story-telling, level design, and aesthetics. In our experience looking around or holding an object in VR feels natural and this intuitive connection to the virtual environment makes players both more observant and engaged.
Both Emil and Kenneth know the harsh of indie game development. And in this competitive industry, succeeding can seem likewise as impossible as finishing your first project. It can be especially tough for aspiring VR developers, but luckily, Emil and Kenneth want to share what they’ve learned from making Wartime.
Make use of the learning resources available to you. Resources that have been very useful to us, developing in VR specifically, are Oculus best practices and Epic Games’ Robo Recall project for modding, which is available for free through the Epic Games Launcher.