Developer Perspective: Designing Awesome Locomotion In VR

| June 14, 2018

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In this post, Sam Pattuzzi from GameDev.tv takes a look at some of the most successful mechanisms used to implement locomotion in VR. For each technique he picks apart why it works, when to use it, where it falls short as well as some example games for “research”. This post is based on a small slice of his more comprehensive Udemy course covering immersive VR development in depth. More on that course at the end of the post.When you have an awesome idea for a game that you want to bring to life in VR, one of the first challenges you'll encounter is movement or, as it's often called, locomotion. How the player moves around is fundamental to most games and will likely be one of the first design considerations in your development process. Locomotion in VR is completely unique and, when it's done well, it can totally transform the experience for users.

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We are built to help brands engage along the entire consumer journey. Our focus? Make brands mean something to consumers no matter how they come in contact. Which is why we have deep expertise across multiple disciplines. This creates an integrated solution of the critical marketing capabilities you need. Not to mention less overhead and more cohesive thinking.

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