Head Mounted Destinations

Head Mounted Destinations

By Carlos Gutierrez and Matt LevonianTechnology
Download on the App Store

Head Mounted Destinations episodes

  • Episode 11: How To Train Your Player

    “The designer doesn’t come in the box.” It’s easy for designers to forget that players don’t initially know how to play their games, and adding tutorials too late in production can lead to bad first time user experiences (FTUE). As always, VR only complicates the problem. This week, we discuss all these issues and more. How exactly do you train your player to play your game?

    Timestamps:

    0:58 - Introduction

    4:50 - FTUE

    7:56 - "Glimmer Grove" Example

    10:45 - Walking Dead: Saints and Sinners

    17:30 - Limiting The Lessons

    21:00 - Avoid Teaching the Wrong Thing (Battlewake)

    24:36 - Player Expectations

    27:47 - Ongoing Instruction

    31:06 - The VR “Wow!” Moment

    33:56 - Building Feedback into your Mechanics

    35:50 - VR Conventions

    39:09 - Wrap-up

    Games We Mention:

    Fruit Ninja VR

    The Walking Dead: Saints and Sinners

    Vader Immortal

    Battlewake

    SUPERHOT VR

    Until You Fall

    Shadow of War

    The Last of Us Part II

    Asgard’s Wrath

    Stormland

    42 min
  • Episode 10: Population One

    We talk about POPULATION: ONE, the next big VR battle royale. Carlos raves about the game while Matt brings a critical eye to temper the fandom. The marketplace of ideas has now become an arena...and to the victor goes the bananas.

    Catch the full show notes here.

    37 min
  • Episode 9: LOCO-motion!

    Smooth or Teleport? Armswing or Joystick? These are some of the most contentious questions in the VR community, but as developers we have to know how to design content that works for all players. Listen in to hear how game developers think about how you move in VR!

    Catch the full show notes here.

    Timestamps:

    01:09 - Why do we need both Teleport and Smooth Locomotion?

    05:26 - Exceptions to the rule

    10:20 - Challenges of Teleport Locomotion

    13:15 - Feature Idea: Edge-Aligned Teleport

    18:10 - Challenges of Smooth Locomotion

    30:06 - Designing for Both Methods

    51 min
  • Episode 8: Talk With Me, Not At Me! (Story Moments in VR)

    Humans need human stories. Lone Echo and Half-Life: Alyx deliver two of the best human stories in VR to date. Where do they excel, and what could be improved? Join us for an exploration of these games and insight into the future of VR storytelling.

    Lone Echo

    Half-Life: Alyx

    Timestamps:

    00:51 - Introduction

    02:04 - Storytelling Challenges in Games

    10:49 - Lone Echo

    31:33 - Half-Life: Alyx

    41:25 - Larger Takeaways

    55 min
  • Episode 7: The (Side)Quest for More Games

    Did you know there’s a whole other storefront for Quest games? It’s not a black market, it’s not hard to get access to, and lots of the games are free. Come along with us and discover a whole new world of indie games, demos, betas, and experimental experiences!

    Timestamps and Links:

    1:00 - Intro to SideQuest

    10:30 - Virtual Desktop VR Patch

    14:30 - Puzzling Places Beta

    15:30 - Attack on Quest

    17:00 - Crazy Kung Fu

    18:20 - Crisis VRigade

    20:10 - Hyper Dash

    21:00 - Crossplay in VR

    24:00 - OPERATION SERPENS

    25:30 - Doom3Quest

    28:00 - Demos (Racket: NX, Synth Riders), TO THE TOP

    29:00 - Wrap-up

    33 min
  • Episode 6: Recommendation Royale

    Did you recently get an Oculus Quest? Are you “out of games” to play? We give a rundown of our favorite games on the platform, categorized by their appeal and friendliness to new VR users. Look no further for the comprehensive list of Head Mounted Destinations-approved games.

    Timestamps and Links:

    3:29 - Bait!

    4:05 - Virtual Virtual Reality

    4:37 - Racket: NX

    5:43 - Dance Central

    6:33 - Tetris Effect

    7:49 - Raccoon Lagoon

    9:31 - Shadow Point

    9:58 - OhShape, AUDICA

    14:18 - Color Space

    15:55 - VR Chat

    16:25 - Rec Room

    17:07 - PokerStars VR

    18:12 - Echo Arena

    19:45 - Blaston

    20:59 - POPULATION: ONE

    22:45 - Pistol Whip

    24:29 - Phantom: Covert Ops

    24:52 - Robo Recall: Unplugged

    26:09 - Sairento VR: Untethered

    27:18 - Time Stall

    28:41 - Gun Club VR

    29:57 - Red Matter

    30:49 - The Room VR: A Dark Matter

    31:08 - Moss, Trover Saves the Universe

    36 min
  • Episode 5: Better Living Through Lobbies

    We take an in-depth look at VR game lobbies -- our experiences with them, their benefits, downsides, and ways to evolve them in the future. Be sure to check out the extra links at the top of the show notes!

    Trust Spectrum

    Patterns for building relationships

    Playground design

    Proxemics (See this Owlchemy talk for an example of applying the concept in VR)

    Timestamps:

    1:05 - Echo Arena and Rec Room

    6:42 - Lobby Culture and Demographics

    12:00 - Lobby Activities

    13:12 - Star Trek Bridge Crew

    17:30 - What would be the perfect lobby?

    24:10 - Privacy Spectrum

    31:30 - Cosmetics and Creating a Home

    Things we mention:

    Echo Arena

    Rec Room

    Population One

    Fortnite

    Star Trek Bridge Crew

    Deep Rock Galactic

    “Making Games That Stand Out and Survive” GDC talk

    37 min
  • Episode 4: Hypersports

    Some VR games, like Echo Arena and Blaston, are closer to being sports than they are to being videogames. We feel these ''hypersports'' have the potential to catch on as mainstream sports in a way that e-sports will never be able to. But how do we know if a game is a hypersport? And what is stopping hypersports from going mainstream? Tune in to hear us pick apart these issues.

    Timestamps:

    1:01 - What is a Hypersport?

    4:06 - Why are sports popular?

    5:37 - Why aren’t Hypersports catching on?

    14:39 - Subculture and MONEY

    18:55 - Summary

    Things we mention:

    Echo Arena

    Blaston

    Racket: NX

    22 min

About Head Mounted Destinations

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…