~/talk

Designing Engaging VR & AR Games

Talkat Pocket Gamer Connects Digital #2 · 2020-06-08..06-12· [webxr, creative-coding]
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slides:none on file

Spatial computing design focuses on concrete fixes: use device limits (Quest, Hololens, Magic Leap, Valve Index) to reduce meshing cost by anchor an origin point — example: place a moon object to set zeros for Luna — and keep interactions broad and physical so users swing and drag instead of thumbing tiny UI. Reduce sickness with short fast teleport hops, dynamic blinders or cockpit frames, anchor UI as world objects, favor spatial audio, and test for accessibility and room hazards repeatedly.

AI-written summary · about

  1. 0:00Start
  2. 10:29Environmental Constraints
  3. 13:41Motion and Balance
  4. 15:47Controls
  5. 18:30Attention and Focus
  6. 20:13User Interface
  7. 22:15Body limitations
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