Iterate often: get things out early and often
- UI elements and instruction text have to reference what a user is using
- Complexity of project code
- OLED VS LED displays: impact environment and UI design (colors, dithering)
- 3DoF VS 6DoF controllers:
- One of the biggest challenges for lower-end hardware; designed for 6DoF
- Arc-based teleporting and grid snapping helped make selected seats easier
- Performance remains a challenge
- PC > 300 draw calls
- Mobile < 30 draw calls
- Limit mobile users to specific teleport areas to reduce detail
- use unlit shaders to account for battery life considerations
- "What value do we provide for users per platform?"
- Users on high-end devices want to invite friends with mobile
- Distill down to core values to provide the value users want on the application
- Avoid full body, since the experience is largely seated
- Eye gazing and blinking eyes are used with a "POI" system to predict and simulate what a users looks at
- "It doesn't have to be realistic, it has to be believable"
- Only render what you know or can easily estimate
- Linear environments made it impossible for 3DoF users to talk to each other, so curved seats were needed.
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