Two Games, Four Platforms: A VR Platform Comparison. E McNeill Indie Game Designer
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1 Two Games, Four Platforms: A VR Platform Comparison E McNeill Indie Game Designer
2
3 - Oculus/IndieCade VR Jam Winner - Best Gameplay 2014 Proto Awards IndieCade Finalist The best Oculus Rift game I ve ever played Dennis Scimeca, The Daily Dot My longtime personal favorite Adi Robertson, The Verge Closest thing the Gear VR has to a must download Jeff Dunn, Business Insider A ton of fun, and perfectly suited for the medium... It's just a blast. Ben Kuchera, Polygon Darknet was what I was excited to play every time I put the Gear VR on Kyle Orland, Ars Technica
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5
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8
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10 LESSON 1: This is stupid. Don't do this.
11 Platform Landscape
12 Platform Landscape High Cost High Quality Low Cost Low Quality
13
14
15
16
17
18 Google Cardboard Why not?
19 Google Cardboard Cheap Bad
20 Google Cardboard Low-quality player experience
21 Google Cardboard Low-quality player experience Lack of features (input, headstrap)
22 Google Cardboard Low-quality player experience Lack of features (input, headstrap) Fragmented hardware base
23 Google Cardboard Low-quality player experience Lack of features (input, headstrap) Fragmented hardware base Haven't heard great things about software sales
24 Google Cardboard Low-quality player experience Lack of features (input, headstrap) Fragmented hardware base Haven't heard great things about software sales However...
25
26
27 1) Design Implications 2) Developer Experience 3) Business Stuff
28 1) Design Implications
29 Commonalities
30 Commonalities Good engine support
31 Commonalities Good engine support It's VR! Nausea UI 3D Etc.
32
33 Gear VR No positional tracking No wires
34 Gear VR No positional tracking No wires
35 Gear VR No positional tracking No wires Built-in touchpad Gamepad optional
36 Gear VR No positional tracking No wires Built-in touchpad Gamepad optional 1440p, stereoscopic 3D, 60fps, on a cell phone
37 Gear VR No positional tracking No wires Built-in touchpad Gamepad optional 1440p, stereoscopic 3D, 60fps, on a cell phone wtf
38
39
40 Oculus Rift & PlayStation VR Positional tracking (not room scale)
41 Oculus Rift & PlayStation VR Positional tracking (not room scale) Input fragmented Gamepad / Tracked controllers
42 Oculus Rift & PlayStation VR Positional tracking (not room scale) Input fragmented Gamepad / Tracked controllers Consistent high-end performance Oculus-Ready PCs and PS4
43
44 HTC Vive Room-scale tracking
45 HTC Vive Room-scale tracking Tracked hands for all
46 HTC Vive Room-scale tracking Tracked hands for all High-end recommended PC specs + Steam VRPerformance test
47 Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
48 Darknet Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
49 Darknet Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
50 Darknet Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
51 Darknet Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
52 Tactera Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
53 Tactera Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
54 Tactera Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
55 Tactera Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
56 Tactera (Plus AR!) Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
57 Aperture Robot Repair Demo Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
58 Gear VR Oculus Rift PS VR HTC Vive Performance Input Pos. Tracking Low Touchpad / Gamepad None Very High Gamepad / Hands Small High Gamepad / Hands Small Very High Hands Room-scale
59 2) Developer Experience
60
61 Commonalities Generally dev-friendly!
62 Commonalities Generally dev-friendly! High demand for games
63 Commonalities Generally dev-friendly! High demand for games Everything is better if they like your game
64 Commonalities Generally dev-friendly! High demand for games Everything is better if they like your game Demos are the currency of the realm
65
66 Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too
67 Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too Some publishing requirements
68 Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too Some publishing requirements Funding available
69 Oculus (Gear VR & Rift) Darknet got funding from Oculus
70 Oculus (Gear VR & Rift) Darknet got funding from Oculus $10M fund for accelerating indie developers Still money available!
71 Oculus (Gear VR & Rift) Darknet got funding from Oculus $10M fund for accelerating indie developers Still money available! Best approach is to have a demo
72 Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too Some publishing requirements Funding available Dev relations: Great! Lots of support!
73 Oculus (Gear VR & Rift) Publicly available dev hardware Oculus still providing some too Some publishing requirements Funding available Dev relations: Great! Lots of support! If you get their attention
74
75 Sony (PlayStation VR) Gotta go through Sony to get a dev kit
76 Sony (PlayStation VR) Gotta go through Sony to get a dev kit Usual console publishing requirements
77 Sony (PlayStation VR) Gotta go through Sony to get a dev kit Usual console publishing requirements Dev relations: Also good!
78 Sony (PlayStation VR) Gotta go through Sony to get a dev kit Usual console publishing requirements Dev relations: Also good! Funding available
79 Sony (PlayStation VR) Gotta go through Sony to get a dev kit Usual console publishing requirements Dev relations: Also good! Funding available Best if you use unique PSVR features
80
81 Valve (HTC Vive) Gotta go through Valve to get a dev kit Once rare, but not anymore
82 Valve (HTC Vive) Gotta go through Valve to get a dev kit Once rare, but not anymore Loose publishing requirements Greenlight
83 Valve (HTC Vive) Gotta go through Valve to get a dev kit Once rare, but not anymore Loose publishing requirements Greenlight
84 Valve (HTC Vive) Gotta go through Valve to get a dev kit Loose publishing requirements Once rare, but not anymore Greenlight Dev relations: Also good! Generally more hands-off
85 3) Business Stuff
86 Commonalities The future is unknowable, but the past should give us hope. - Winston Churchill, probably
87
88 Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch
89 Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch Sales jumped after consumer launch at $99
90 Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch Sales jumped after consumer launch at $99 Getting lots of promotion from Samsung
91 Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch Sales jumped after consumer launch at $99 Getting lots of promotion from Samsung ~200 apps in the store so far
92 Gear VR Innovator Edition sales started early, but small Estimate: 100k before consumer launch Sales jumped after consumer launch at $99 Getting lots of promotion from Samsung ~200 apps in the store so far Apps priced at $0-10, average paid app ~$5
93 Darknet on Gear VR In March 2015, went on sale for a whopping $10
94 Darknet on Gear VR In March 2015, went on sale for a whopping $10
95 Darknet on Gear VR In March 2015, went on sale for a whopping $10 Gear VR consumer launch in November 2015
96 Darknet on Gear VR In March 2015, went on sale for a whopping $10 Gear VR consumer launch in November 2015
97 Tactera on Gear VR Free demo launched in December 2015
98 Tactera on Gear VR Free demo launched in December 2015
99
100 Oculus Rift Launching March 28, $599 price tag
101 Oculus Rift Launching March 28, $599 price tag Pre-orders sold out through July 100k-400k units?
102 Oculus Rift Launching March 28, $599 price tag Pre-orders sold out through July 100k-400k units? Set expectations at 1M units over Rift lifetime
103 Oculus Rift Launching March 28, $599 price tag Pre-orders sold out through July 100k-400k units? Set expectations at 1M units over Rift lifetime Oculus Touch coming H2 2016
104
105 PlayStation VR Launching H1 2016? Or Fall?
106 PlayStation VR Launching H1 2016? Or Fall? Price unknown
107 PlayStation VR Launching H1 2016? Or Fall? Price unknown Hardware base of 35M+ PS4s
108 PlayStation VR Launching H1 2016? Or Fall? Price unknown Hardware base of 35M+ PS4s Plenty of support from Sony
109
110 HTC Vive Launching April 2016, $799 price tag
111 HTC Vive Launching April 2016, $799 price tag Potentially strongest appeal to enthusiasts
112 HTC Vive Launching April 2016, $799 price tag Potentially strongest appeal to enthusiasts Marketing via Steam
113 What's the analogy?
114 What's the analogy?
115 What's the analogy?
116 What's the analogy?
117 What's the analogy?
118 What's the analogy?
119 What's the analogy?
120 What's the analogy?
121 What's the analogy?
122 What's the analogy?
123 What's the analogy?
124 What's the analogy?
125 What's the analogy?
126 Why target the Gear VR?
127 Why target the Gear VR? You don't need high-end performance, tracking, input, or pricing
128 Why target the Gear VR? You don't need high-end performance, tracking, input, or pricing You believe in the platform
129 Why target PSVR or Rift?
130 Why target PSVR or Rift? You have a high-end game that doesn't need room-scale tracking
131 Why target PSVR or Rift? You have a high-end game that doesn't need room-scale tracking You want funding / support
132 Why target PSVR or Rift? You have a high-end game that doesn't need room-scale tracking You want funding / support You believe in the platform
133 Why target the Vive?
134 Why target the Vive? Your game takes full advantage of room-scale / hand tracking
135 Why target the Vive? Your game takes full advantage of room-scale / hand tracking You believe in the platform
136 Why target all of them?
137 Why target all of them? You are batshit crazy ambitious
138 Why target all of them? You are batshit crazy ambitious Or, you want to hedge your bets
139 Why target all of them? You are batshit crazy ambitious Or, you want to hedge your bets Your game is flexible enough to make it work
140
141 Thank E McNeill Indie Game Designer
142 Thank E McNeill Indie Game Designer
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