It’s hard to believe that it’s been almost two years since the SteamVR Knuckles controllers were first revealed using a demo of our game, Call of the Starseed, at Steam Devs Days 2016. Now, at the reveal of Knuckles EV2 this summer, we’ve got a whole bunch more to...read more
Like most of our early VR designs in The Gallery, the backpack began pre-Vive. At the time, nobody was sure when motion controllers would be paired with virtual reality headsets, and most VR games were built to consider gamepad for that reason. The backpack started as...read more
The First Climb Fall 2013, Oculus DK1 + Razer Hydra My journey into VR locomotion began with the sunsetting Razer Hydra in late 2013. An early motion controller system tracked by a low-power magnetic field, the Hydra was originally designed as a peripheral for flat PC...read more
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...read more
In some ways, The Gallery began in 1992. My first experience in virtual reality was that year, with the aptly named Virtuality—an early VR platform steeped in the cheese of late-80s sci-fi design. It wasn’t a good experience, and honestly it left me feeling nauseous,...read more
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...read more
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.