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GDC + VRDC 2019 Session Scheduler
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It's hard to make fun games in VR. Many common practices of video games often don't translate directly to the immersive medium. Part of the fun in VR is a physical experience, but how do you design for kinesthetic engagement? Claudio Pedica will present the design process behind hand and weapon interaction for 'In Death', a dungeon crawler VR game. He will show how to use cognitive science and the aesthetic of interaction to make VR games engaging, beyond consumable rewards and gamification.
Takeaway
When making VR games or experiences, look beyond the digital world and keep an eye on how your design makes people move. Immersion and presence comes from how the player uses her body and how the motion fits into a narrative.
Intended Audience
Game designers, UX designers, anyone interested in the new immersive medium and how to design engaging interactions in games and experiences.