Virtual Reality Game Design. Part 5: Summary

In this article series we presented a game design analysis for virtual reality game developers by investigating certain game aspects of a virtual reality game Tribocalypse VR. The given analysis was made possible due to the prior development of Tribocalypse VR by the author and the development team for 6 months. The aspects analysed were level […]

Virtual Reality Game Design. Part 4: Items

In this article we explore the design choices for different weapons in Tribocalypse VR. We discuss the relation of weapons in regular PC games to weapons in VR games. Again we use immersion and clarity to analyze the different design choices. Items that the player can pick up in TVR are spears, bombs, the bow and […]

Virtual Reality Game Design. Part 3: Graphical User Interface

In this third part we go through the different interface designs we tried in Tribocalypse VR (TVR) and explain the different levels of immersion and clarity in each of them. The graphical user interface (GUI) in computer games usually consists of informative or interactable elements such as menu screens, score tables, buttons and levers in the […]

Virtual Reality Game Design. Part 2: Environment and Level Design

In this part we discuss the environment and level design principles. We bring out the rationale game developers should consider when building their levels and positioning the player. The players must feel as if they are part of the created world. Game developers and artists work hard to provoke this feeling in the players. HTC […]

Virtual Reality Game Design. Part 1: Introduction

Welcome, reader! This is the first part of a series of articles, which delve into game design for VR platforms. We focus on the HTC Vive platform and room-scale VR. Many of the concepts also apply to other VR platforms and the critical analysis of different game design elements is transferable to other areas as […]