Intro and Virtual Reality

Future Colossal Blog
by Jake Lee-High
At Future Colossal, we are always exploring new technologies.  Each of the technologies has its own language and ability to connect with users.  Whether we are designing artificially intelligent characters that engage with pedestrians, smart architecture, or immersive environments for virtual reality (VR); we strive to create experiences that create dialogs and expand people’s imaginations.

While I see lots of discussion around virtual reality hardware, there is a real void in conversation around the challenges and advantages in creating VR content.  Because of this, I feel VR is the perfect place for our blog to start.  In our coming blog posts I’d like to review our learnings from working on Shadows of Isolation, what I predict for the future of VR content, and what challenges and limitations still exist.

Along the way I'll discuss innovative uses of VR.  This will reach across many different fields such as gaming, advertising, film, music, education, health, psychology, and design.  I will also create articles focused around particular perspectives, like those of developers, designers, brands, practitioners, paraplegics, soldiers, trade show producers, film makers, and anyone else that may or may not already know that VR has a role to play in their future.

The first place I’d like to start is with VR input.  In order to do so I’ll have to dive into the hardware conversation a fair amount, but I’m doing so out of a desire to better explain how this effects VR game/experience design.  As there is a lot to discuss, I’ll break this into multiple blog posts starting chronologically, working towards our control scheme designed for Shadows of Isolation, and eventually discussing where I feel the future of VR control should go and what challenges remain in both hardware and game/experience design.

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