This is the final topic of this research venture into virtual reality development and design. It's only fitting to end with distribution, because what is the point of making immersive experiences if you don't share it with people. When we think about how people experience VR, where are they? Are that at home, at work, an arcade, or trying it for the first time at a demo? Where the player is and the context of their real environment can impact the kind of VR experience they'll engage with. VR is still quite a small market and has a lot of different branches with different kinds of users looking for different content.
On the other hand, at-home VR is a much more varied spectrum of player experience. Like we discussed in the previous segment, VR platforms have a broad range of controller input and system specifications. But how do developers get to the players? Well there are quite a few options. Below we are going to go over a few distribution platforms and their process/requirements.
Overall, where you publish will determine your player base and the kind of content you can produce. Understanding this and improving your ability to develop platform agnostic is key to maximizing your possible audience for your VR experiences. If you have any thoughts or experience with the distribution process for VR titles, please leave a comment or start a discussion down below.
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AuthorInterested in Level design, Procedural Generation, System Design, Geospatial Technology, and many other aspects of Game Development. Archives
March 2021
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