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.
Episodes
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!
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:
3:29 - Bait!
4:05 - Virtual Virtual Reality
4:37 - Racket: NX
5:43 - Dance Central
6:33 - Tetris Effect
7:49 - Raccoon Lagoon
9:31 - Shadow Point
14:18 - Color Space
15:55 - VR Chat
16:25 - Rec Room
17:07 - PokerStars VR
18:12 - Echo Arena
19:45 - Blaston
20:59 - POPULATION: ONE
22:45 - Pistol Whip
24:29 - Phantom: Covert Ops
24:52 - Robo Recall: Unplugged
26:09 - Sairento VR: Untethered
27:18 - Time Stall
28:41 - Gun Club VR
29:57 - Red Matter
30:49 - The Room VR: A Dark Matter
31:08 - Moss, Trover Saves the Universe
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!
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.
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!
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!