Epic Games’ Nick Whiting paired up with Nick Donaldson again before Oculus Connect 2 to build the Bullet Train demo over the course of 10 weeks. They wanted to dogfood the Unreal Engine to optimize the rendering for VR, but also experiment with Oculus’ motion-tracked Touch controllers. They had the Toybox demo to use for inspiration, and so they set out to maximize the interaction fidelity for a game that had a lot of guns and explosions. I had a chance to catch up with Nick at the Seattle VR Expo where he told me about their design process as well as some of the technical limitations that drove some of their design decisions.
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#10: Paul Mlyniec on VR gaming as the modern-day space program, 3D user interface design with MakeVR & Kickstarter lessons learned
June 1, 2014


For the past year, 

The Sundance
Samsung had a
One of the best narrative VR experiences that I had at Sundance New Frontier was 6×9, an immersive experience of solitary confinement. You might ask, “Why would you ever want to do that?” Well, it was less about having a direct experience of solitary confinement, and more of a polished immersive journalism piece that explores the psychological damage of solitary confinement using a number of interesting VR storytelling techniques. I had a chance to unpack a lot of these techniques with 

