‘Moss: Book II’ Behind-the-scenes – Insights & Artwork from Polyarc
In an industry as young as VR there’s scarcely any original IP that’s had the time to become truly iconic. But if there’s one today that looks well on its way, the world of Moss is a strong contender....
View ArticleThe Design & Implementation of Hand-tracking in ‘Myst’
Using Presence Platform’s upgraded Hand Tracking API, we introduced Hand Tracking with our most recent update to Myst on the Meta Quest Platform, titled ‘Hands & More’. We’re super excited to...
View ArticleVR Comfort Settings Checklist & Glossary for Developers and Players Alike
For those who have been playing or developing VR content for years, it might seem ‘obvious’ what kind of settings are expected to be included for player comfort. Yet for new players and developers...
View ArticleThe Hidden Design Behind the Ingenious Room-Scale Gameplay in ‘Eye of the...
Eye of the Temple is one of the rare VR games that focuses on not just on pure room-scale movement, but dynamic room-scale movement. The result is a uniquely immersive experience that required some...
View ArticleA Concise Beginner’s Guide to Apple Vision Pro Design & Development
Apple Vision Pro has brought new ideas to the table about how XR apps should be designed, controlled, and built. In this Guest Article, Sterling Crispin offers up a concise guide for what first-time XR...
View Article‘Horizon Call of the Mountain’ Behind-the-scenes – Insights & Artwork from...
It’s a rare treat when we get a VR game with the scope and scale of Horizon Call of the Mountain, let alone to see a much-loved IP reimagined specifically for the medium. Made exclusively for PSVR 2,...
View ArticleCollaborative Spatial Design App ‘ShapesXR’ Raises $8.6M, Expanding to Apple...
ShapesXR is a collaborative spatial design app built to make it easy to prototype spatial interfaces, interactions, and environments. The company announced today it has raised an $8.6 million seed...
View ArticleCrafting Memorable VR Experiences – The Interaction Design of ‘Fujii’
Creating a VR that truly immerses the user is no easy feat. To pull this off correctly requires a careful blend of graphics, animations, audio, and haptics that work together in deliberate concert to...
View ArticleDesigning Mixed Reality Apps That Adapt to Different Spaces
Laser Dance is an upcoming mixed reality game that seeks to use Quest’s passthrough capability as more than just a background. In this Guest Article, developer Thomas Van Bouwel explains his approach...
View ArticleThese Clever Tools Make VR Way More Immersive – Inside XR Design
In Inside XR Design we examine specific examples of great VR design. Today we’re looking at the clever design of Red Matter 2’s ‘grabber tools’ and the many ways that they contribute to immersion. You...
View ArticleThese Details Make ‘Half-Life: Alyx’ Unlike Any Other VR Game – Inside XR Design
In Inside XR Design we examine specific examples of great VR design. Today we’re looking at the details of Half-Life: Alyx and how they add an immersive layer to the game rarely found elsewhere. You...
View ArticleExploring XR User Interface Interactions in ‘Idea Engine’
Idea Engine allows you to create and share VR and mixed reality experiences. Building such a general-purpose tool requires complex user interfaces. In this Guest Article, developer Brett Jackson shares...
View ArticleNew Reality Labs Research Project Demonstrates Mind-bending AR Capabilities
A project from researchers at Reality Labs, Meta’s XR division, shows a method for interacting with the real-world through augmented reality. I’m about as seasoned as they get when it comes to the XR...
View ArticleChinese AR Startup Xreal Raises $60M in Hopes of Competing with Apple
Xreal, the China-based AR headset creator, announced it’s secured $60 million in its latest funding round which it hopes to use for product development and an expansion of production facilities....
View ArticleThis is What a Vision Pro Competitor From Meta Could Look Like
With Apple Vision Pro out in the wild, it’s likely that Meta’s Quest Pro line will evolve to become more of a direct competitor. And we’ve actually got an idea of what an even higher-end Quest Pro 2...
View Article‘Vi’ Wants You to Build Muscle with XR Gloves & (eventually) Its...
Using an XR headset for at-home workouts basically looks like playing Beat Saber: you can duck, dodge, punch or slice to improve cardio and burn fat. With an increasing number of apps that essentially...
View ArticleMeta’s New Demo Shows Players & Devs What Compelling MR Can Look Like
Meta now has three mixed reality headsets, but still not a ton of mixed reality content to go with it. To remedy that, the company threw out an open source Unity demo it hopes to showcase some of the...
View Article6 Features We’d Love to See in Vision Pro’s First Major Software Update
Vision Pro is an impressive headset but it’s not perfect right out of the gate. Luckily, Apple has a great track record of improving products for years through software updates, and Vision Pro isn’t...
View ArticleWhy “Embodiment” is More Important Than “Immersion”– Inside XR Design
Our series Inside XR Design examines specific examples of great XR design. Today we’re looking at the game Synapse and exploring the concept of embodiment and what makes it important to VR games. You...
View ArticleWhat Any VR Game Can Learn From the ‘Electronauts’ Interface – Inside XR Design
Our series Inside XR Design examines specific examples of great XR design. Today we’re looking at the interface of Electronauts to find out what makes it so excellently usable. Editor’s Note: Now that...
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