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Virtual Reality gaming: analysis
of Yon Paradox development
Author: Fabio Mosca – AnotheReality
MILAN 25-26 NOVEMBER 2016
About me
<Mosca Fabio>
CTO at AnotheReality
- Game designer & programmer
- VR designer & addicted
- Used the Oculus DK1 for 45
minutes at the first time,
without suffering sickness
Summary
Today we’ll talk about:
Summary
Today we’ll talk about:
 What seated VR implies for your design
Summary
Today we’ll talk about:
 What seated VR implies for your design
 Understanding simulator sickness
Summary
Today we’ll talk about:
 What seated VR implies for your design
 Understanding simulator sickness
 Case history: Yon Paradox
Summary
Today we’ll talk about:
 What seated VR implies for your design
 Understanding simulator sickness
 Case history: Yon Paradox
 Supporting both VR and normal PC
Summary
Today we’ll talk about:
 What seated VR implies for your design
 Understanding simulator sickness
 Case history: Yon Paradox
 Supporting both VR and normal PC
 Design choices in Yon Paradox driven by VR
Summary
Today we’ll talk about:
 What seated VR implies for your design
 Understanding simulator sickness
 Case history: Yon Paradox
 Supporting both VR and normal PC
 Design choices in Yon Paradox driven by VR
 Performance issues
Summary
Today we’ll talk about:
 What seated VR implies for your design
 Understanding simulator sickness
 Case history: Yon Paradox
 Supporting both VR and normal PC
 Design choices in Yon Paradox driven by VR
 Performance issues
 Results: what went well, what didn’t
Summary
Today we’ll talk about:
 What seated VR implies for your design
 Understanding simulator sickness
 Case history: Yon Paradox
 Supporting both VR and normal PC
 Design choices in Yon Paradox driven by VR
 Performance issues
 Results: what went well, what didn’t
 Takeaway
What seated VR implies for your design
What seated VR implies for your design
SEATED – Fixed position
What seated VR implies for your design
SEATED – Fixed position
• No movement (both inside
and ouside the game)
• Actions strictly bound to
your gaze (or hand
controllers)
Limitations come from head
movements and arms
tiredness
What seated VR implies for your design
SEATED – 1° person movement
What seated VR implies for your design
SEATED – 1° person movement
• No movement outside the
game, movement inside
• Automatic movement or
directed by controlelrs
This mode is subject to
simulator sickness,
expecially if not well
handled.
Movement is key both to
succeed and fail
What seated VR implies for your design
SEATED – 1° person movement
• No movement outside the
game, movement inside
• Automatic movement or
directed by controlelrs
This mode is subject to
simulator sickness,
expecially if not well
handled.
Movement is key both to
succeed and fail
Also 3° person movement
What seated VR implies for your design
Roomscale experiences
Lo sviluppo di Edge Guardian VR
Marco Giammetti, Maurizio Tatafiore
Understanding simulator sickness
Understanding simulator sickness
To know your Enemy, you must become
your Enemy
– Sun Tzu
Human specs: 3 motion-sensing systems
- Visual ( eyes detect vection )
- Vestibular ( inner ear )
- Proprioceptive ( body sensation )
- Normally, the three systems agree.
Understanding simulator sickness
Simulator Sickness
In VR there’s only visual illusion
- Room scale with real locomotion  Good
- Virtual locomotion  Vection
Vection: visual cues, but not the other 2
Body interprets sensory mismatch as
poisoning and reacts by purging.
PLEASE DO NOT FIGHT IT.
Understanding simulator sickness
Until we get those, we have to find our
workarounds!
Understanding simulator sickness
Eletric signals to your vestibular system?
Case history: Yon Paradox
Case history: Yon Paradox
Case history: Yon Paradox
Yon Paradox is a survival puzzle game where the hardest puzzle is
yourself. Set in a cyber dimension, an antimatter-powered time machine
broke, causing periodical time rewinds. You will have to solve riddles to
repair the time machine, while avoiding your past alter-egos to not
create paradoxes.
Released on Steam from 06 May
2016. It supports Oculus and HTC
Vive, as a seated experience
Case history: Yon Paradox
Yon Paradox is a game born for VR: we were able to make it run on a
Sapphire Radeon 7850 at 90 FPS on the Oculus CV1. You can imagine then
how smooth is without an headset 
Supporting both VR and normal PC
Supporting both VR and normal PC
Supporting both VR and normal PC
Market & Revenue:
• 130M users on Steam
• 150K – 200K VR users ( estimates of Oculus and HTC Vive)
Gameplay Design:
• Experience needs to be good both in VR and on PC
• Usually VR has more limitations and problems: better to
start from VR design and then migrate to desktop version.
User testing:
• Double testing: need to test both in VR and desktop
• VR testing is troublesome: needs lot of time for check
simulator sickness, requires bulky and expensive hardware).
Supporting both VR and normal PC
Design choices in YonParadox driven by VR
Design choices in YonParadox driven by VR
The problem: performance
Virtual reality is performance hungry. Target is 90 frames per second,
2160 x 1440 resolution, without frame drops.
Design choices in YonParadox driven by VR
The problem: performance
Virtual reality is performance hungry. Target is 90 frames per second,
2160 x 1440 resolution, without frame drops.
Our solution: aesthetic
A graphic style that does not
require lights (all is unlit)
Close to no textures ( 130MB
download from Steam)
Worked only on shaders
Design choices in YonParadox driven by VR
Our solution
We started to design the graphic style starting from this.
Design choices in YonParadox driven by VR
Our solution
Before: standard toon shaders, with
static light
Now: custom shaders, no
lights.
Design choices in YonParadox driven by VR
Our solution
Antichamber:
Prevalence of white / light
colors.
In VR means more pixels turned
on, more strain on the eye
This isn’t a real problem,
but having the screen
«darker» is a bonus for who
plays in VR extensively
Design choices in YonParadox driven by VR
Results
The aesthetic initially thought for
performance saving has turned in a
strong selling point of the game.
Players who tried the desktop game
naturally think that this is a VR game
Design choices in YonParadox driven by VR
The problem
As a first person game in a large space, locomotion is required.
The game is prone to cause motion sickness, and we cannot really use
teleport since it breaks the core gameplay of the clones and paradoxes.
Design choices in YonParadox driven by VR
The problem
As a first person game in a large space, locomotion is required.
The game is prone to cause motion sickness, and we cannot really use
teleport since it breaks the core gameplay of the clones and paradoxes.
Our solution
Movement with constant
speed.
Rotation rachets to turn your
head, simulating the eye
blinking
Level design without any
vertical movement
Design choices in YonParadox driven by VR
Our solution
Confort mode / rotation rachets
Design choices in YonParadox driven by VR
Our solution
Constant movement speed, without accelerations
Design choices in YonParadox driven by VR
Our solution
Level design of the environment tailormade, without using any
external asset.
All the game is on the same height level. No uphills / downhills, and
no ability to jump.
Design choices in YonParadox driven by VR
Results
Even if during our playtests we had very few people that got VR sickness
(less than 5 people on 100), on Steam all the bad reviews come from the
ones who had nausea.
Design choices in YonParadox driven by VR
The problem
How do you show information in a VR UI? We do not have a screen with
corners. Where would you put information?
Design choices in YonParadox driven by VR
The problem
How do you show information in a VR UI? We do not have a screen with
corners. Where would you put information?
Our solution
Diegetic UI
Menus made only with
3D elements
Design choices in YonParadox driven by VR
Our solution
See the hourglasses? They’re placed in the game context, and give you
information about how much time before a time jump.
That’s what diegetic means!
Design choices in YonParadox driven by VR
Our solution
Main menu, pause menu and [spoiler] credits are entirely made with 3D
modelling, instead of 2D icons and text. This is to make the most of the
Oculus / Vive, where you can lean forward and backward.
Design choices in YonParadox driven by VR
Results
After a lot of iterations in all various levels, the UI is self-explanatory
enough to be understood to all our target users.
The only UI not working well yet is in the astrolabium, probably due to the
lack of animation.
The UI works perfectly also for desktop gameplay
Takeaway
Takeaway
Takeaway
VR in games forces you to find workarounds for performance. Use them as a
strong point. Games in VR does not require absolutely photorealism.
Users who get some motion sickness will surely write a bad review about
this. People without sickness won’t write a good review because of that.
Tell your users very clearly about this, or give them various options to
choose for the movement.
Takeaway
The experience you make developing games in VR, the constraints, the
users… is easily converted for B2B VR applications, which have a real
market, NOW.
Consider to make games prone for commercial licenses (Arcades / VR cafè),
which is an exploding market right now.
Ready to join the VR Community?
Thanks!
MILAN 25-26 NOVEMBER 2016
All pictures belong
to their respective authors
fabio@anotherealityvr.com
www.AnotheRealityVR.com
Twitter: @Gounemond
Facebook: AnotheReality
Interested in VR? You can join the
Virtual Reality Milano Meetup!

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Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - Codemotion Milan 2016

  • 1. Virtual Reality gaming: analysis of Yon Paradox development Author: Fabio Mosca – AnotheReality MILAN 25-26 NOVEMBER 2016
  • 2. About me <Mosca Fabio> CTO at AnotheReality - Game designer & programmer - VR designer & addicted - Used the Oculus DK1 for 45 minutes at the first time, without suffering sickness
  • 4. Summary Today we’ll talk about:  What seated VR implies for your design
  • 5. Summary Today we’ll talk about:  What seated VR implies for your design  Understanding simulator sickness
  • 6. Summary Today we’ll talk about:  What seated VR implies for your design  Understanding simulator sickness  Case history: Yon Paradox
  • 7. Summary Today we’ll talk about:  What seated VR implies for your design  Understanding simulator sickness  Case history: Yon Paradox  Supporting both VR and normal PC
  • 8. Summary Today we’ll talk about:  What seated VR implies for your design  Understanding simulator sickness  Case history: Yon Paradox  Supporting both VR and normal PC  Design choices in Yon Paradox driven by VR
  • 9. Summary Today we’ll talk about:  What seated VR implies for your design  Understanding simulator sickness  Case history: Yon Paradox  Supporting both VR and normal PC  Design choices in Yon Paradox driven by VR  Performance issues
  • 10. Summary Today we’ll talk about:  What seated VR implies for your design  Understanding simulator sickness  Case history: Yon Paradox  Supporting both VR and normal PC  Design choices in Yon Paradox driven by VR  Performance issues  Results: what went well, what didn’t
  • 11. Summary Today we’ll talk about:  What seated VR implies for your design  Understanding simulator sickness  Case history: Yon Paradox  Supporting both VR and normal PC  Design choices in Yon Paradox driven by VR  Performance issues  Results: what went well, what didn’t  Takeaway
  • 12. What seated VR implies for your design
  • 13. What seated VR implies for your design SEATED – Fixed position
  • 14. What seated VR implies for your design SEATED – Fixed position • No movement (both inside and ouside the game) • Actions strictly bound to your gaze (or hand controllers) Limitations come from head movements and arms tiredness
  • 15. What seated VR implies for your design SEATED – 1° person movement
  • 16. What seated VR implies for your design SEATED – 1° person movement • No movement outside the game, movement inside • Automatic movement or directed by controlelrs This mode is subject to simulator sickness, expecially if not well handled. Movement is key both to succeed and fail
  • 17. What seated VR implies for your design SEATED – 1° person movement • No movement outside the game, movement inside • Automatic movement or directed by controlelrs This mode is subject to simulator sickness, expecially if not well handled. Movement is key both to succeed and fail Also 3° person movement
  • 18. What seated VR implies for your design Roomscale experiences Lo sviluppo di Edge Guardian VR Marco Giammetti, Maurizio Tatafiore
  • 20. Understanding simulator sickness To know your Enemy, you must become your Enemy – Sun Tzu Human specs: 3 motion-sensing systems - Visual ( eyes detect vection ) - Vestibular ( inner ear ) - Proprioceptive ( body sensation ) - Normally, the three systems agree.
  • 21. Understanding simulator sickness Simulator Sickness In VR there’s only visual illusion - Room scale with real locomotion  Good - Virtual locomotion  Vection Vection: visual cues, but not the other 2 Body interprets sensory mismatch as poisoning and reacts by purging. PLEASE DO NOT FIGHT IT.
  • 22. Understanding simulator sickness Until we get those, we have to find our workarounds!
  • 23. Understanding simulator sickness Eletric signals to your vestibular system?
  • 24. Case history: Yon Paradox
  • 25. Case history: Yon Paradox
  • 26. Case history: Yon Paradox Yon Paradox is a survival puzzle game where the hardest puzzle is yourself. Set in a cyber dimension, an antimatter-powered time machine broke, causing periodical time rewinds. You will have to solve riddles to repair the time machine, while avoiding your past alter-egos to not create paradoxes. Released on Steam from 06 May 2016. It supports Oculus and HTC Vive, as a seated experience
  • 27. Case history: Yon Paradox Yon Paradox is a game born for VR: we were able to make it run on a Sapphire Radeon 7850 at 90 FPS on the Oculus CV1. You can imagine then how smooth is without an headset 
  • 28. Supporting both VR and normal PC
  • 29. Supporting both VR and normal PC
  • 30. Supporting both VR and normal PC Market & Revenue: • 130M users on Steam • 150K – 200K VR users ( estimates of Oculus and HTC Vive) Gameplay Design: • Experience needs to be good both in VR and on PC • Usually VR has more limitations and problems: better to start from VR design and then migrate to desktop version. User testing: • Double testing: need to test both in VR and desktop • VR testing is troublesome: needs lot of time for check simulator sickness, requires bulky and expensive hardware).
  • 31. Supporting both VR and normal PC
  • 32. Design choices in YonParadox driven by VR
  • 33. Design choices in YonParadox driven by VR The problem: performance Virtual reality is performance hungry. Target is 90 frames per second, 2160 x 1440 resolution, without frame drops.
  • 34. Design choices in YonParadox driven by VR The problem: performance Virtual reality is performance hungry. Target is 90 frames per second, 2160 x 1440 resolution, without frame drops. Our solution: aesthetic A graphic style that does not require lights (all is unlit) Close to no textures ( 130MB download from Steam) Worked only on shaders
  • 35. Design choices in YonParadox driven by VR Our solution We started to design the graphic style starting from this.
  • 36. Design choices in YonParadox driven by VR Our solution Before: standard toon shaders, with static light Now: custom shaders, no lights.
  • 37. Design choices in YonParadox driven by VR Our solution Antichamber: Prevalence of white / light colors. In VR means more pixels turned on, more strain on the eye This isn’t a real problem, but having the screen «darker» is a bonus for who plays in VR extensively
  • 38. Design choices in YonParadox driven by VR Results The aesthetic initially thought for performance saving has turned in a strong selling point of the game. Players who tried the desktop game naturally think that this is a VR game
  • 39. Design choices in YonParadox driven by VR The problem As a first person game in a large space, locomotion is required. The game is prone to cause motion sickness, and we cannot really use teleport since it breaks the core gameplay of the clones and paradoxes.
  • 40. Design choices in YonParadox driven by VR The problem As a first person game in a large space, locomotion is required. The game is prone to cause motion sickness, and we cannot really use teleport since it breaks the core gameplay of the clones and paradoxes. Our solution Movement with constant speed. Rotation rachets to turn your head, simulating the eye blinking Level design without any vertical movement
  • 41. Design choices in YonParadox driven by VR Our solution Confort mode / rotation rachets
  • 42. Design choices in YonParadox driven by VR Our solution Constant movement speed, without accelerations
  • 43. Design choices in YonParadox driven by VR Our solution Level design of the environment tailormade, without using any external asset. All the game is on the same height level. No uphills / downhills, and no ability to jump.
  • 44. Design choices in YonParadox driven by VR Results Even if during our playtests we had very few people that got VR sickness (less than 5 people on 100), on Steam all the bad reviews come from the ones who had nausea.
  • 45. Design choices in YonParadox driven by VR The problem How do you show information in a VR UI? We do not have a screen with corners. Where would you put information?
  • 46. Design choices in YonParadox driven by VR The problem How do you show information in a VR UI? We do not have a screen with corners. Where would you put information? Our solution Diegetic UI Menus made only with 3D elements
  • 47. Design choices in YonParadox driven by VR Our solution See the hourglasses? They’re placed in the game context, and give you information about how much time before a time jump. That’s what diegetic means!
  • 48. Design choices in YonParadox driven by VR Our solution Main menu, pause menu and [spoiler] credits are entirely made with 3D modelling, instead of 2D icons and text. This is to make the most of the Oculus / Vive, where you can lean forward and backward.
  • 49. Design choices in YonParadox driven by VR Results After a lot of iterations in all various levels, the UI is self-explanatory enough to be understood to all our target users. The only UI not working well yet is in the astrolabium, probably due to the lack of animation. The UI works perfectly also for desktop gameplay
  • 52. Takeaway VR in games forces you to find workarounds for performance. Use them as a strong point. Games in VR does not require absolutely photorealism. Users who get some motion sickness will surely write a bad review about this. People without sickness won’t write a good review because of that. Tell your users very clearly about this, or give them various options to choose for the movement.
  • 53. Takeaway The experience you make developing games in VR, the constraints, the users… is easily converted for B2B VR applications, which have a real market, NOW. Consider to make games prone for commercial licenses (Arcades / VR cafè), which is an exploding market right now.
  • 54. Ready to join the VR Community?
  • 55. Thanks! MILAN 25-26 NOVEMBER 2016 All pictures belong to their respective authors fabio@anotherealityvr.com www.AnotheRealityVR.com Twitter: @Gounemond Facebook: AnotheReality Interested in VR? You can join the Virtual Reality Milano Meetup!