Phantom Compass has added Virtual Reality (VR) to its experiential technology arsenal. We’ve been interested in VR (as a team and individually) for a long time, and last year raised a round of government funding to create an original VR action game.
Thanks to Unity3d middleware and the Oculus DK2 headset, the raw technical aspect of making the game is not difficult, but we did underestimate the user experience side. In short: anyone can hack together a virtual reality experience. Designing a good one takes a lot more effort.
We’ve been learning, and will continue to learn, how to craft VR games that provide a high level of immersion while mitigating unpleasant physical side-effects such as motion sickness and disorientation. Fortunately, we are collaborating with our friends at Ryerson University’s Responsive Ecologies Lab (RE/Lab) to improve the human experience side of Virtual Reality.
As we continue production we will be conducting ongoing user testing and research, iterating on our original design as we go. The outlook for our first VR game is quite good at the moment, and can only get better. I hope to share more as we approach the end of 2015.