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Developing a new movement technique for VR action platformers

I have developed a new movement technique for VR with the intention of using it for an action platformer. I talk about the whole process, what motivations I had, what my design decisions were, and how I technically solved the movement.

Movement in VR is still unexplored - while developing my new VR action platformer (Man Grenade) I wanted to create a movement system that allows players to move naturally and feel powerful. I achieved this through exaggerating head movement, but there was a lot more to do before it was game-worthy. The video above explains how I shaped the initial idea into a playable and fun concept.

Questions about the process or the product are more than welcome.

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