A podcast about VR game design.

Tune in every two weeks to hear two VR developers talk about the exciting new medium of Virtual Reality. Expect design insights, technical breakdowns, and hot takes that are sure to get angry comments!

 

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Episodes release every other Wednesday, with occasional bonus content on off-weeks.

Episode 35: Horizon Worlds (The Metaverse Part 2)

Read the show notes.

[Episode Length: 35:36]

Episodes


Matt Levonian Matt Levonian

Episode 13: The Hardware Future

We look at the new PSVR 2 controllers, compare the pros and cons of different VR hardware platforms, and peek into the future of VR hardware.

We look at the new PSVR 2 controllers, compare the pros and cons of different VR hardware platforms, and peek into the future of VR hardware.

Timestamps:

  • 1:45 - Introduction

    2:50 - VR Controller Standard

    6:20 - Vive Wands and PS Move

    10:28 - Dualshock and PSVR

    15:15 - Inside-out Tracking

    17:37 - Wired vs Wireless

    21:15 - What does the next 5 years look like?

    27:54 - PSVR2 Tracking Ring

    30:44 - The "Face Factor"

    33:30 - Outro

Other Games We Mention:

Music:

Furious Freak by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3791-furious-freak

License: http://creativecommons.org/licenses/by/4.0/

Inspired by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3918-inspired

License: http://creativecommons.org/licenses/by/4.0/


This is by far our favorite episode so far. If you have feedback on our evolving style, drop a comment on the subreddit!

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Matt Levonian Matt Levonian

Episode 6: Recommendation Royale

Did you recently get an Oculus Quest? Are you “out of games to play”? Look no further for a comprehensive list of our best recommendations.

Did you recently get an Oculus Quest? Are you “out of games” to play? We give a rundown of our favorite games on the platform, categorized by their appeal and friendliness to new VR users. Look no further for the comprehensive list of Head Mounted Destinations-approved games.

Timestamps and Links:

Music:

Furious Freak by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3791-furious-freak

License: http://creativecommons.org/licenses/by/4.0/

Inspired by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3918-inspired

License: http://creativecommons.org/licenses/by/4.0/


No post-show notes today!

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Matt Levonian Matt Levonian

Episode 3: Intent to Kill

Get your angry comments ready! We talk about why Until You Fall is more realistic and immersive than Boneworks or Blade and Sorcery.

We rave about Until You Fall and investigate why its take on melee combat is so much more compelling than those in Blade and Sorcery and Boneworks. The physics-based simulationism of Boneworks seems super popular on Twitch, Twitter, and Reddit. Why are we championing a cartoony, abstract approach and saying it is more realistic and immersive? Listen to find out!

Timestamps:

  • 0:00 - Topic Introduction

  • 4:07 - Until You Fall overview

  • 19:38 - GORN and Boneworks

  • 23:41 - Pros and Cons to each approach

  • 34:45 - Physics in Combat vs World Interaction

Game Link:

Other things we mention:

Music:

Furious Freak by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3791-furious-freak

License: http://creativecommons.org/licenses/by/4.0/

Inspired by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3918-inspired

License: http://creativecommons.org/licenses/by/4.0/


Welcome to the post-show notes! This was a fun one. We rag on Boneworks all the time, so it was very cathartic to put that into podcast form.

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Matt Levonian Matt Levonian

Episode 2: Ghost On The Water

We study Phantom: Covert Ops for lessons on immersion, fantasy fulfillment, and grounding players in a virtual space. It’s time to get grounded!

Why do players become immersed in games? And how do developers keep players grounded in completely fake, virtual worlds? We pick apart the mechanics, narrative, and level progression in Phantom: Covert Ops to shed light on how design choices and technical implementations impact player immersion. It’s time to get grounded!

Timestamps:

  • 1:25 - Storytelling

  • 5:45 - Locomotion and Spatial Presence

  • 15:57 - Weapons and Equipment

  • 30:30 - Levels and Progression

  • 36:18 - World Interaction

  • 43:20 - Oculus Quest and Market Analysis

Oculus Store Links:

Other things we mention:

Music:

Furious Freak by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3791-furious-freak

License: http://creativecommons.org/licenses/by/4.0/

Inspired by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3918-inspired

License: http://creativecommons.org/licenses/by/4.0/


This is the end of the show notes! The post-show notes? Sometimes you can find silly stuff here, but only right here on the website!

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Matt Levonian Matt Levonian

Episode 1: Low Hand Confidence

We discuss Hand Tracking on the Oculus Quest and try it out in Elixir and Waltz of the Wizard.

In this episode, we discuss our experience using Oculus Hand Tracking in the titles Elixir and Waltz of the Wizard. How responsive is it? How well is it utilized in the two titles? How is it used outside of games? We answer these questions and more!

Timestamps:

  • 01:10 - Oculus Quest Hand Tracking Beta Impressions

  • 11:12 - Elixir

  • 23:30 - Waltz of the Wizard

  • 36:09 - Carlos learns to snap

  • 46:40 - What is the future for Hand Tracking?

Oculus Store Links:

Other things we mention:

Music:

Furious Freak by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3791-furious-freak

License: http://creativecommons.org/licenses/by/4.0/

Inspired by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3918-inspired

License: http://creativecommons.org/licenses/by/4.0/


This is the end of the show notes! The post-show notes? Sometimes you can find silly stuff here, but only right here on the website!

Read More