Finding the fun in VR-centric design: Telekinesis

Finding the fun in VR-centric design: Telekinesis

The first time I got my hands on good motion controls in virtual reality, I knew that I wanted to have the Force. VR controllers remove abstractions; you can actually touch things, wield things, and control things with your own hands in a virtual world, without the...

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Improved hand presence and inclusivity options

Improved hand presence and inclusivity options

Hi! I’m Chris, senior programmer on The Gallery. I've been asked to talk about what went into developing the new hands as part of the Oculus Touch game update, and it's going to be a fun trip down memory lane. When Denny roped me into working on a VR game with him...

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VR Design and Innovation

Over the last 5 years of VR development, we have come across a plethora of design challenges. These are some stories of our solutions across interaction, locomotion, and VR gameplay.

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