![]() ![]() When designing UI with VR in consideration, it feels like a fundamental change of the rule set in a lot of ways. How the Jurassic World Aftermath Collection was made Jurassic Park Aftermath Collection for PSVR 2 immerses players in the movie world (Image credit: Universal City Studios / Amblin Entertainment) When designing UI for a VR game, what do you need to consider?Īdam Birch (senior UI/ UX): UI development in VR is very interesting, as things change a little when some UI can’t be the embedded screen solutions most players are used to in non-VR games. Below you can read the team's reflections on developing for VR, the importance of designing in-world UI and much more. To find out, I asked the team at Coatsink, including head of art Bryn Morrison-Elliot, senior UI / UX designer Adam Birch, technical lead Max Charnock and design manager Mark Wilson how they made one of PlayStation VR2's best games. ![]() ![]() So how was Jurassic World Aftermath Collection made? What choices needed to be made to ensure a cartoon Velociraptor could make you jump? And how did the the team mix in action, puzzles and taught escapes while never breaking VR's biggest rule: immersion. ![]()
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