Rapid prototyping of a VR game
Artem Kachanovskyi
- Hall:
- Sound/VR Track
What the talk is about
Artem Kachanovskyi shares his experience of rapidly prototyping a VR game, using their dragon-flight game built at a 48-hour game jam as the example. He separates mobile, desktop and console VR and explains that immersion rests on a steady 90 fps, accurate tracking and interaction with objects. He recommends starting with the device-specific SDKs and ready-made assets rather than universal solutions, which add a double conversion and inconsistent controller behavior. Prototype tips: use cubes instead of models, reuse proven code, skip perfectionism. For design, prefer gestures over buttons; movement easily causes motion sickness, so test it on newcomers; and optimize the scene almost like a mobile game. Useful for developers new to VR.