This is Google's latest 7 VR game design tips!

Noah Falstein currently serves as chief game designer at Google. He is constantly working on various formats of games, including mobile VR heads, such as Google's Cardboard and Daydream View.

This is why he participated in the Virtual Reality Developers Conference (VRDC) in the United States. He will give advice and experience on VR design. But as most developers know, he has extensive experience in gaming and has worked in the famous LucasArts studio.

“In reviewing my own experience, I discovered that the most important thing is that there will be many trial and error trials in the early stages of development.” Farstein said, recalling his time at LucasArts Studios in the 1980s, and George Luca. The experience of working with a famous movie producer such as Sri Lanka has benefited him greatly. He continued: "Learning is open to this medium, to discover what will advance it, and what will not advance it. If you want to make progress, this is really important."

In order to provide the necessary background, Farstan pointed out that the term "virtual reality" was proposed by Jaron Lanier in 1987. The concept he described as being immersed in another reality has already become an integral part of human culture.

He said: "Of course, at some time in the past, people surrounded the campfire and shared stories. The sharing of this information has allowed humanity to survive. In many ways, storytelling is the initial virtual reality."

He went on to say that communication, that is, sharing everything in real life, is the reason why people are closely linked. In Farstan’s opinion, from painting to writing, to drama, to game, it is precisely because people are constantly looking for “new techniques and new methods” to share real life. Art and science can be born.

Having learned lessons from previous technologies has made Farstan the chief game designer for Google, but this does not necessarily apply to VR.

Google experiment VR and AR have been for many years, and Farstan also shared some of the lessons he learned in VR at the VRDC conference. His advice is not complicated, but it is interesting that these experiences emphasize the discovery of neuroscience and the need to adjust their designs based on the VR/AR headings and interfaces they are targeting.

Visual

If the picture of the VR game is not correct and the credibility is not high enough, the player will easily suffer from motion sickness. You also need to pay attention to other details, such as the convergence/divergence of the eyes, so that the player's perspective in VR matches the perspective of the real world.

You also need to pay attention to the texture of the object, for example, the ambiguity of the long-distance image should be accurate.

"There are a lot of things to watch out for," says Farstin. "Mirror reflections on moving surfaces... Many things can easily go out of business. I'm not saying you need to handle everything... We're always trying to find the highest quality The images are displayed in the most efficient and fast way at the same time.”

Keep in mind that when the VR user moves his head and the eye sees the corresponding motion in the VR head, the process will have a delay of 80 milliseconds. Designers should pay attention to this point because this time is a bit too long.

2. Sense of presence

He said: “An interesting finding of my presence is that even in the field of games and movies, when something new happens, people tend to explain the definition, but I don’t think there is a need to explain it. Although you can do it, people will naturally accept it."

3. Look

You will notice that something is staring at you. Farstein points out that neuroscientists find that being stared at makes people feel uneasy, even if (especially because of) things that are staring at you are not human. ”

Immersive

You probably also know that the player's eyesight is very important to the design, because when the player is immersed in the game, the line of sight will play a key role.

Farstan noted that studies on neuroscience have found that when sounds come from behind, they are even more terrifying and disturbing. When you stand behind a character, you will be more emotional with it. Take advantage of this and find ways to immerse the player in your game. For example, if you want to give the player a side 2D perspective to view a building, you can give the audience a moving perspective and look through the lit windows.

5. Interface

"For Cardboard, we found that you have to design an external interface that matches your control, because there are some operations that must be made simpler."

"It's important to have a set of external interfaces that match controls. When you want to develop for a specific, or universal, VR/AR heads-up and controller, you need to think about this."

6. Attention

One of the things that makes people feel uncomfortable with VR is that the player can look wherever he goes.

"Don't worry about this," added Farstan. Controlling the player's perspective is not desirable, which can cause them to suffer from motion sickness and is a sign of poor design.

"Guiding the user's attention through light and sound." The key is guidance, not compulsion.

7. Try

"One of the best things in the early 80's is that people are constantly trying new things. We also need to try, I hope you can share your findings. Tell us what is effective and more importantly, Tell us what does not work."

His final advice was to understand neuroscience and learn more about how the eyes and ears work, and how people experience and perceive the world. He said: "This will definitely bring you inspiration, and then you will share the discovery."

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