Exploring New Horizons: The Art and Challenges of Creating a VR Indie Game

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In this insightful interview, we had the pleasure of speaking with an accomplished indie game developer who shared their experiences in the gaming industry and their journey towards creating The Shore VR. They discussed their inspirations, the challenges they faced during the development process, and their plans for the future of their studio. This candid conversation provides valuable insights for aspiring game developers, as well as a glimpse into the exciting world of VR gaming.

What motivated you to enter the gaming industry and specifically focus on indie games?

Ever since I can remember, I’ve been an avid gamer with a strong passion for art. I would always appreciate the intricate details in games, like Shadow of Colossus, which ultimately inspired me to create my own game.

What led you to develop a VR version of The Shore? Were you influenced by successful games like Beat Saber and Superhot VR?

Having worked on various game titles as an artist, I decided to develop a VR version of The Shore in response to popular demand. My goal was to offer players an immersive experience that delves deeper into the island’s backstory.

Did any aspects of the original game seem especially suitable for VR adaptation?

The primary objective for the VR version was to transfer the stunning visuals from the standard release and create a unique experience that further unravels the island’s backstory.

Were there any new challenges in developing the VR version of The Shore compared to the standard version? How did you overcome these challenges?

Creating the VR version was a challenge, especially since we lacked prior experience in VR development. We encountered numerous bugs, had to develop different inputs for various headsets, and spent 1300 hours optimizing the game. However, this experience has helped us grow as developers.

What advice would you offer indie developers considering adding VR elements to their games?

Given the rising popularity of VR games, developers should first create a non-VR game before attempting VR development, as it can be more complicated.

Do you believe VR has the potential to play a more significant role in gaming’s future than it does currently?

VR holds tremendous potential for the future, but currently, it remains inaccessible to many people due to limited game quality and availability.

What are your future plans for The Shore and your studio in general?

We’re working on a content update for The Shore’s one-year anniversary and will soon announce our new Lovecraftian co-op horror game, Eresys, which is connected to The Shore’s story. Our fourth project, Necrophosis, is inspired by Beksinski and Lovecraftian cosmic horror and will be another artistic title similar to The Shore, but even more ambitious.

Do you think any current VR game demonstrates that VR is worth pursuing developers, or is more innovation needed?

Half-Life Alyx is an excellent example for indie developers to follow, but VR development remains complex, especially for smaller studios.

What was the most challenging bug you encountered while developing The Shore VR?

The most challenging aspect was fixing the inputs, as certain headsets had compatibility issues.

Did you need to invest in new equipment for VR development, or was the hardware used for the standard version sufficient?

My programmer and I both needed our own VR equipment, which was provided by HTC Vive.

Has your experience with The Shore VR influenced your decision to develop VR versions of future games like Eresys and Necrophosis?

We currently have no plans to focus on VR titles, as our next games will be non-VR. However, we are considering a co-op VR horror game, depending on the growth of the VR community.

Can you describe the development timeline for The Shore VR, including when issues like inputs and bugs emerged?

The Shore VR was completed in four months, starting one month after the release of the standard version. Input compatibility issues and bugs appeared throughout development, with certain headset-specific blueprints causing problems. However, we made core changes to the blueprints to resolve these issues.

Which headsets caused the most problems in terms of inputs, and how did you address these issues?

No specific headset caused problems, but we needed to create different options for each headset. We made core

As our engaging interview comes to an end, it’s clear that the developer’s passion for art and gaming has driven their success in creating unique and immersive experiences for players. Despite the challenges faced during the development of The Shore VR, their commitment to pushing boundaries and exploring new frontiers in gaming remains evident. We look forward to witnessing the future growth of their studio and their upcoming projects, which are sure to captivate and inspire gamers worldwide.

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Theofanis Gavriilidis
Theofanis Gavriilidishttp://www.indiepump.com
Videogames enthusiast, usually writing about indie games' news and updates. Also, responsible for Marketing Strategies on IndiePump
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