Vitriol VR: Preview & Dev Chat
Speaking with Lee Wilson, developer of Vitriol: / @vitriol_vr
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Chapters:
(0:00) How the game is coming along
(3:15) What is Vitriol? (His game)
(4:40) Learning game dev through YouTube tutorials
(7:28) Cool VR mechanics he wants to create
(10:53) Explaining why melee VR games miss the mark for him
(12:59) Why haven't the industry vets done his ideas already
(25:54) His 'mechanics-driven' philosophy
(27:36) Physicality of his gameplay
(34:42) Making a game under no impetus/pressure
(35:47) Not getting obsessed and lost in development
(36:53) Long term career goals as a VR dev
(37:42) VR as the future of gaming
(38:20) How long it took him to overcome motion sickness
(39:04) Industry downturn hitting VR the worst
(41:09) On hating VR ports of older flat games
(47:55) Batman: Arkham Shadow is a cautionary tale
(52:08) His game's 'Stylised Physics' approach
(56:53) Why he chose the PS1 style of graphics for his game
(58:15) What games influenced Vitriol
(59:52) Headsets he'll be releasing his game on
(1:01:41) What IS 'optimisation' for games
(1:12:42) Improving VR arm jank
(1:16:13) Why VR arms seem to have barely improved
(1:17:14) VR industry misallocating its resources
(1:21:49) VR gaming afraid of its physical input nature
(1:24:48) VR games lacking in spectator modes
(1:29:50) Vitriol estimated release date & state
(1:32:54) On other people helping him make his game
(1:34:12) Typical 'intense' work day length for him
(1:36:20) Feelings on getting public feedback
(1:42:00) Final thoughts
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