2024-0722-2240 'Asgards Wrath 2' - How We Built VR's Largest Open-World RPG
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L-Origin
L-My Words
- Godot
- 100+ MR apps
- Interest
- Mid core
- Open world
- Asgards Wrath 2
- Oculus publishing ignition program
- VR/MR startups
- History
- Asgard's Wrath 1 key learnings
- Players want big games in VR
- Players are willing to stay VR for long play sessions
- Magic = real-world expectations line up with game expectations
- VR awes with heightened scale and perspective
- Genesis
- Asgards Wrath 2
- Jira
- Confluence
- Trello
- SyncSketch
- Vertical slice - 10 h
- Strike team
- Asgard's Wrath 1 key learnings
- Performance making worlds run
- 优化集中在 workstreams (art, audio, etc.) 确保管线的顺畅以及导入无误
- 将环境拆分为 hubs, spokes
- 有时候要将核心开发人员从对未来 feature 的开发转到优化上
- 和 QA 团队合作无间
- Content fatigue - keeping the content fresh
- Open with a bang!
- Each saga feels like a new game
- New heroes/abilities/worlds/mythologies
- Answer open questions from the first game
- Pacing
- Adding moments
- Accessibility
- Physical fatigue
- Beginner-friendly
- Combat options and customization
- Built in breaks - pacing
- Multiple cues
- Accessibility settings
- Quality - AAA look and feel
- Referencing the best
- High quality concepts and designs
- Collaboration developer publisher
- Top-line talent - VO, Music
- Studio culture - everyone has a voice and bias to 'yes'
- Learnings
- Onboarding - get the player exploring faster
- Be brave. Cut early if not working
- Getting from paper to VR faster
- Accessibility x3
- Analytics x3
- Big games need robust tools
- Proper saves
L-Zotero citation key
GDC Vault - 'Asgards Wrath 2': How We Built VR's Largest Open-World RPG (Presented by Meta)
To be permanent notes (Complete Ideas)
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P-Connection
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