Game Design
Virtual Reality Standards
When using Virtual Reality for the first time I had very little experience with the design choices and standards of Virtual Reality products.
I researched how popular products of Virtual Reality have tackled core issues such as having a lack of physical feedback and the difficulty of player movement and player range of movement.
I looked towards Beat Saber one of VR’s most popular games at the moment.
Adapting to Industry Standards
Two things that I’ve taken from Beat Saber’s design is that If there is no feedback to begin with then show interactions with objects in a way that would make sense of the lack of feedback.
Which I’ve emulated by having the DNA strands have virtually no weight.
As well as avoiding the movement of the player to one spot.