Designing for VR

Virtual reality is cool, there’s no denying it. Yet it’s still in its infant stages, and there aren’t that many consolidated design guidelines around (Oculus does have a really good Best Practices doc though). And so I’ve decided to come up with my own set of general guidelines, based on my personal experience with VR, as well as some of the stuff I learnt at the recent Game Developers’ Conference (more on that here).

Note that this guide doesn’t have a specific headset in mind, and that I am by no means an expert in this subject.

On simulator sickness

As many as one in two people suffer from VR sickness. I myself have it really bad – think not being able to eat (and eating is my favorite thing in life!) after spending a day developing a VR experience, or wanting to puke after an experience which over a hundred other people have tried and are fine. Yet I still love VR, especially those which don’t make me feel sick after. Yes, it’s possible to eliminate sim sickness from an experience!

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GDC ’16 in a nutshell

My first time attending the Game Developers’ Conference in San Francisco, and I had such a blast! Here are some of the highlights of my experience :D


Best decision:

Going around GDC alone instead of with friends. No, I’m not antisocial – it’s just that it’s so much easier to talk to people and go for whatever talks/demos/parties I want without having to worry about pangseh-ing (sort of means abandon in Singlish) my friends. Met so many awesome devs there from all my random chats! Definitely gonna do this for all the conferences I go to in future :D

Worst decision:

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