Wednesday November 02, 2016

How We Used Today’s Technologies to Build Tomorrow’s VR Experience

The story behind the story: VR Funhouse started last year as a technology demo. We wanted to showcase what our GameWorks and VRWorks could do for VR آ— build unmatched immersive experiences that cannot be recreated on a flat screen. There was no better way to show that other than to create a VR game where players bop, pop and shoot their way through a carnival using their senses of sight, sound and touch.

The team behind VR Funhouse was a small one آ— just an environmental artist, two designers and a visual effects artist آ— and we had a tight deadline. We created this game in just six months, working on a trio of older generation GPUs that barely maintained the 90 frames per second frame rate needed for VR, something a single Pascal card can do now. But fortunately, we had some great tools that helped us move fast. We used Adobe Photoshop CC for texture synthesis and Adobe Illustrator CC for logos, banners and lettering. These are tools every designer works with آ— and they let us revise our work countless times to work in the new medium of VR.

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