• Resumen

  • Designing for Virtual Reality. Oral history podcast featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. Learn about the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR.
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Episodios
  • #1407: Supporting XR Innovation in Play with Creature Game Studio and Label with Doug North Cook
    Jul 26 2024
    Doug North Cook is the CEO and Creative Director for Creature, which is both an immersive game studio and label announced a year ago that's representing 10 different XR studios and 16 projects slated as far out as 2027. Creature had four different projects with announcements as a part of the UploadVR Summers Showcase 2024 on June 26th that included Laser Dance, Thrasher, Maestro as well as the "cozy sci-fi, psychedelic adventure" mixed reality game that they're building called Starship Home. Each of these games are exploring either innovative hand-tracking or mixed reality mechanics that are exploring new forms of embodied gameplay. He describes the ribbon dance-inspired gamed mechanic of Thrasher as "a form of extended proprioception" where it feels like an extension of your body when playing it. I totally agree with this assessment, and I elaborate more on the magical experience of Thrasher's hand tracking with the creators after having a chance to have an early look at Raindance Immersive where it took home the best game experience. I also caught up with the solo developer of Laser Dance, which picked up one of the Spirit of Raindance 2024 Awards. North Cook said that Laser Dance has become his go-to demo in order to show off the affordances of mixed reality, and both of these games capture the innovative indie spirit that are represented by the game label side of Creature. I had a chance to catch up with North Cook to unpack the challenges of mixed reality development, a bit of a behind-the-scenes sneak preview on their mixed reality game Starship Home, collaborating with SideQuestVR on a $1M Indie VR Fund, but also how he's found a unique sweet spot between an agency and publisher to create a collaborative brain trust of veteran XR game developers who are helping to solve many of these intractable XR design problems. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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    1 h y 2 m
  • #1406: The Magic of the “Thrasher” Ribbon Dance Game Mechanic in Hand Tracking vs VR Controllers
    Jul 25 2024
    Thrasher is a really compelling VR game with a very satisfying and magical core game mechanic inspired by ribbon dancing. It's the latest VR game from Brian Gibson, who designed the art and music for the VR rhythm game Thumper, as he teamed up with former Harmonix co-worker Mike Mandel via Puddle Studio. Thrasher was also partially inspired by the classic Snake video game, but in this version you're controlling a much more abstract and artistic "space eel" entity with your hands in order to deliberately crash through crystals and avoid obstacles. There's many power-up permutations to extend on this idea, but the main thrust of the game is that it's just super satisfying to manipulate this space eel entity by moving a single hand around either using tracked controllers or hand tracking alone. Thrasher is launching today on the latest Meta Quest platforms as well as on the Apple Vision Pro. Inspired by the lack of input controls on the Apple Vision Pro, they also implemented hand-tracking to the point where you can quickly twirl around your index finger as an input control to the point where it started to feel like this entity was a sort of extension of my body. I played all the way through it first on the Apple Vision Pro with just hand tracking, and then on the Quest 3 with hand-tracked controllers, and I actually preferred the way that the game feels with just hand-tracking, even though it's technically more precise with Quest's 6-DoF controllers. Even though it's technically harder to play within the hand tracking mode, it just feels a bit better, especially if you prefer to play in more of a vibe-out mode than trying to climb up the leaderboards. I was a part of the Raindance Immersive jury that awarded Thrasher with the Best Game award because it has such a novel, unique, and satisfying game feel along with a lot of depth and development as they explore this mechanic to it's logical extreme with different power-ups, obstacles, and an increasingly difficult game progression curve. There's even a very subtle and nuanced combination system for advanced players that is elaborated in more detail on their website with this Thrasher Gameplay Guide, or you can watch this THRASHER: "How to Win" video for more details on how it works. I played through it twice without having access to these supplemental materials, and I wasn't able to fully figure it out. So this system is a bit cryptic and hidden from the perspective of the game design, but you can dig into more details in and experiment more on the first level. https://www.youtube.com/watch?v=jN6qfuSAqaw I had a chance to catch up with Gibson and Mandel last month to talk about their journey and design process in creating Thrasher, and some of their preliminary thoughts on whether they'll release a more relaxed vibe-out or Zen mode. Whether they decide to or not, Thrasher is certainly one of the best games that I've played so far on the Apple Vision Pro, and their ribbon-dance inspired mechanic is something that feels super magical and fun to play around with. It's also a good example to discern some of the phenomenological differences in what the game feels like with controllers (and haptics) a blend of embodied movement with abstracted agency, and with just hand tracking or finger tracking and a bit more visceral embodied experience overall. Also stay tuned for my next episode where I had a chance to chat with Creature label co-founder Doug North Cook talking about helping to produce and represent Laser Dance, Thrasher, and their flagship mixed reality game of Starship Home. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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    1 h y 7 m
  • #1405: Mixed Reality Game Design from Cubism to Laser Dance with Thomas van Bouwel
    Jul 24 2024
    Laser Dance is a mixed reality game by solo XR game developer Thomas van Bouwel, who previously released minimalist puzzle game called Cubism. I had a chance to try out Laser Dance through Raindance Immersive, and it's one of those types of games that I think will really help define some of the key affordances of successful mixed reality games that modulate your existing context enough to transport you into another realm of play where you use your body as a controller. https://twitter.com/tovanbo/status/1806323145000816867 I had a chance to catch up with van Bouwel to unpack more about the mixed reality and hand tracking lessons from Cubism in the first half of our conversation, and then we dive into many of the peculiar considerations of mixed reality game design for Laser Dance covering everything from gameplay that adapts relative to the uniqueness of someone's space, the evolving Presence Platform functionality for mixed reality along with the types of custom programming needed to solve some of the open problems, as well as collaborating with the newly-formed Creature label that is providing additional support for innovative indie-driven, mixed reality and XR games like Laser Dance, Thrasher (more on this experience tomorrow), as well as their flagship mixed reality game of Starship Home. We also cover some of the unique insights from architecture that have also really helped to shape van Bouwel's journey from architectural visualization into the frontiers of leveraging spatial affordances for mixed reality gameplay. The release date for Laser Dance has not been announced yet, but you can wishlist it here. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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    1 h y 3 m

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