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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10 LESSON 1: This is stupid. Don't do this.

11 Platform Landscape

12 Platform Landscape High Cost High Quality Low Cost Low Quality

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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...

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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

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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

Executive Summary https://artillry.co/contact/. Copyright ARtillry 2017

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