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Today’s episode was recorded IN PERSON! We react to the strange feeling of recording face to face and chat about the removal of self-harm from SUPERHOT. Get ready to get close, personal, and candid.
STRIDE is a high-octane VR parkour game. Slide into your seat as we discuss this glass shattering, wall jumping, rope swinging spectacle of human momentum!
STRIDE on Steam
WE'VE MADE IT! One year and loving it! This week we're having a casual conversation full of reflection and excitement for the future.
Today is a very special INTERVIEW episode. We talk with two designers from Cloudhead Games, makers of Pistol Whip:
- Antony Stevens (Writer / Designer)
- Daniel Taylor (Lead Level Designer)
What is it like to be a designer for a best-selling VR game? What’s the process behind designing a Pistol Whip level? We get into the nitty gritty details of VR game development with our guests.
Timestamps
1:00 - Antony and Daniel's Journey to Cloudhead
9:17 - Cloudhead on the Cutting Edge
17:18 - The Origin of Pistol Whip
31:00 - Changing plans for Pistol Whip after launch
40:07 - What it's like inside the development of Pistol Whip
1:15:45 - The Future of Cloudhead
Links
Pistol Whip
Cloudhead Discord
This week Matt recounts a party where someone was introduced to VR for the first time. We discuss how VR could better fit in social gatherings.
This week we dive deep into the compelling design behind Pistol Whip’s latest update: Smoke & Thunder.
Pistol Whip
LEAK! Take a look at these new Oculus Touch controllers. No tracking ring? Camera?! Let’s dig into the details and somehow end up talking about Facebook, Oculus, and advertising in VR.
Original Reddit Post
Yo, today we’re talking about what keeps games fresh! That’s right bruh, we got words about progression, cosmetic unlocks, and battle passes. We revisit Demeo from Resolution Games and see how well it keeps players coming back.
Sometimes a game has all the elements of a smash hit but ends up flopping on arrival. It’s not the ingredients but how you combine and cook them. We explore this idea while discussing our experience playing the demo for Into The Darkness VR.
Demos allow players to try games before they buy; but they can be hard to create during development. We look at two demos from Steam Next Fest, AGAINST and Detour Bus, and analyze how they succeed as demos. We praise their successful moments, and suggest some paths for improvement.
7:18 - AGAINST
19:48 - Detour Bus
From the publisher's feed
Two developers talking about Virtual Reality. What's fun about it? How does it work? What can we learn from it? What will it learn from us? Expect design insights, technical breakdowns, and hot…