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|Session Name:||How Quill Defined Polyarc's VR Character Design Process|
|Track / Format:||Design|
|Overview:||When Polyarc set out to make its first VR game using tracked controllers they established player comfort and approachability as their highest priority. The Polyarc team built their world from diorama sized puzzles you interacted with in 3rd person while respecting real world scale. This naturally lead to the creation of a mouse as a main character that the player would use to traverse the puzzles. Ployarc hoped to make their main character appealing to the player, but did not expect the amount of emotional attachment players expressed during playtesting. This lead Polyarc to double down on player interactions within as many places as they could while building out their puzzles. This talk will outline all the things they learned along the way in creating compelling 3rd person character interactions in VR as well as the autonomous things your player's character can do to make them more believable.|