Below you can read the team's reflections on developing for VR, the importance of designing in-world UI and much more. To find out, I asked the team at Coatsink, including head of art Bryn Morrison-Elliot, senior UI / UX designer Adam Birch, technical lead Max Charnock and design manager Mark Wilson how they made one of PlayStation VR2's best games. So how was Jurassic World Aftermath Collection made? What choices needed to be made to ensure a cartoon Velociraptor could make you jump? And how did the the team mix in action, puzzles and taught escapes while never breaking VR's biggest rule: immersion.
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