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Edge - April 2016

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Knowledge<br />

VRUK<br />

CloCkwise from left Using full-fat VR is clunky,<br />

and that’s before you factor in something such as<br />

Virtuix’s Omni; Samsung’s GearVR is currently the<br />

best commercially available VR headset; as well<br />

as key talks, VRUK provides numerous workshops<br />

FIRST PeRSon<br />

Virtual reality<br />

shouldn’t be looked<br />

at as a way to create<br />

more immersive<br />

versions of existing<br />

genres, Ashforth<br />

believes. “You can’t<br />

frame genres in the<br />

same way you used to,<br />

as the experience they<br />

offer in VR can be very<br />

different. My feeling is<br />

that it’s more natural,<br />

more immersive, less<br />

about emulating the<br />

experience through<br />

abstract mechanics<br />

and more about you<br />

aiming and ducking<br />

and reloading, just like<br />

in real life. You don’t<br />

empathise with your<br />

avatar so much as<br />

inhabit it. People say,<br />

‘Look at my hands.<br />

Look at my body!’<br />

They frame it as<br />

themselves being<br />

there in the scene.<br />

That’s a fundamentally<br />

different viewpoint<br />

than most<br />

entertainment<br />

experiences offer.”<br />

whales swim past, for example, or<br />

playing around with tiny robots in a doll’s<br />

house – also represent the most likely<br />

point of confluence as the borders that<br />

separate documentaries, film, music<br />

and videogames begin to disintegrate.<br />

“The majority of our work – 60 per<br />

cent – is brands and advertising,”<br />

Stuart explains. “But it’s happening<br />

already with us where we’re having to<br />

fuse videogame engines with 360-degree<br />

video content. I mean, I remember the<br />

early days when they started putting<br />

cinematic content in videogames – first<br />

it was cutscenes, and since then it’s<br />

gradually become more and more<br />

integrated. Virtual reality could be like<br />

that, but it can go anywhere – it can<br />

go crazy from here.”<br />

It’s a line of thinking that echoes<br />

throughout the conference. Jaunt VR’s<br />

Michael Frackers discusses the challenges<br />

of creating cinematic VR, while Masters<br />

Of Pie founder Matt Ratcliffe charts the<br />

evolution of storytelling from campfires to<br />

the concept of a holodeck. William<br />

Latham, visual artist and former CEO of<br />

The Thing and Evolva studio Computer<br />

Artworks Ltd, muses on what VR<br />

environments could do for his Organic Art<br />

software. And as if VR’s broad appeal<br />

hadn’t been underscored enough, the<br />

BBC’s Christopher Nundy discusses the<br />

process of placing viewers at the centre<br />

of Strictly Come Dancing’s dancefloor.<br />

Interactivity and presence, it would seem,<br />

will soon no longer be the clear-cut<br />

differentiators for videogames.<br />

As borders between art forms<br />

increasingly break down, and other<br />

media formats take on the production<br />

requirements more commonly associated<br />

with videogames, there are key lessons<br />

that can be learned from game makers’<br />

experience. But among these lessons are<br />

new challenges for studios, too, as set out<br />

in an enlightening presentation from<br />

Rebellion marketing and PR manager<br />

Robbie Cooke. While an<br />

industry famed for crunch<br />

cycles and poor diets isn’t<br />

known for its concern with<br />

employees’ health, Cooke<br />

reveals that the Sniper Elite<br />

and Battlezone 98 Redux<br />

studio has had to draw up<br />

guidelines for developers<br />

working with pre-release<br />

code – bugs and framerate<br />

issues are more than an irritation if you’re<br />

strapped into a headset. To this end,<br />

Rebellion limits its team to 20-minute test<br />

sessions, builds in UI warnings (a big<br />

green tortoise flashes up on screen when<br />

the refresh rate is misbehaving), and<br />

discourages commuters from driving or<br />

riding home straight after wearing a<br />

headset. But disoriented employees<br />

can also be a boon, he points out,<br />

as particularly sensitive devs (or, as he<br />

calls them, “canaries”) will represent<br />

a large portion of your audience.<br />

Ensure that what you’re making is<br />

“At this age they<br />

just think, ‘Of<br />

course Daddy’s<br />

got magic goggles<br />

where I can see<br />

my pet dinosaur’”<br />

comfortable for them, and you’ll likely be<br />

in a good position when the game ships.<br />

One demographic that shouldn’t have<br />

any trouble acclimatising is children.<br />

Fourthwall, which worked on Mattel’s VR<br />

update of the classic View-Master and is<br />

currently developing a pet-care game<br />

called Dream Horse, is one of the few<br />

studios focusing on the younger market.<br />

Company founder Chris Etches is<br />

confident that the sector will grow rapidly,<br />

and kids will adopt VR tech as quickly as<br />

they have touchscreens.<br />

“The first version of<br />

Dream Horse had a<br />

dinosaur because I<br />

happened to have a<br />

dinosaur model lying<br />

around,” he tells us after<br />

hosting a kids’ VR game<br />

design workshop. “My<br />

daughter’s only three, but<br />

she loved it. At this age<br />

they just think, ‘Of course Daddy’s got<br />

magic goggles where I can go see my<br />

pet dinosaur.’ Very quickly, boys and<br />

girls who’ve played Tamagotchi or any<br />

pet-care games are going to get this.”<br />

But designing VR games for children<br />

comes with an additional set of problems<br />

– not least the perceived health risks. “The<br />

View-Master is a smart move by Mattel,”<br />

Etches continues. “There’s no head strap,<br />

and no drilled hole for headphone jacks,<br />

because you’re not supposed to wear<br />

headphones, you’re not supposed to<br />

keep it on your head. This is for holding<br />

10

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