Immersiveness: Given the incredible power of presence that VR offers, one of the chief goals for Lone Echo is to leverage that power as much as possible. That is to say, when players are allowed to do things in the order of their choosing, it’s important that this system doesn’t make them think they have to do them in a specific order, as we want players to embrace that freedom of choice. Lastly, it’s key that this system does not artificially imply linear action. Beyond such critical information, this system is also expected to offer players additional details about their objectives in case they need more thorough support. As such, when critical progression information needs to be delivered, the objective systems needs not just to convey this information, but to even encourage the player to see it. First and foremost, it needs to help players figure out what they are supposed to do in order to make progress through the experience. Aside from the fact that these features are almost always beneficial to a system, they became all the more important when it was realized that we weren’t going to be developing a tutorial for the objective system.Įffectiveness: Again, while this goal seems obvious, it’s important to enumerate what would make the objective system sufficiently ‘effective’. Usability: While this arguably goes without saying, it is highly important that this system be easy and intuitive for players to use. Eye-strain can be quite problematic, especially when considering the use of text. To that end, he’s excited about the storytelling power of VR and the incredible social opportunities it provides.Ĭomfort: As with anything we create in VR, comfort is a chief concern. He also loves cooking, physical crafts, and tabletop games (especially with miniatures), and even more so when sharing those experiences with others. He loves to create compelling, emotionally engaging experiences and stories for others to enjoy, all while ravenously consuming those same types of experiences across a variety of mediums: games, movies, TV, anime… to name just a few. The studio’s lead systems designer, Robert Duncan, joins us to explain the design approach behind the end result.ĭuncan is the Lead Systems Designer at Ready At Dawn Studios, where he enjoys collaborating with the entire team in the pursuit of awesome. While many VR games are still using less than ideal laser pointer interfaces, developer Ready at Dawn created a framework for surprisingly functional virtual interfaces which are both intuitive and immersive. Lone Echo nabbed our 2017 Oculus Rift Game of the Year Award for many reasons-amazing visuals, intuitive locomotion, and a strong story, to name a few-but one of the game’s unsung innovations is its virtual touchscreen interfaces.
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