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Case Study: Get Started with VR?

technology

How to Get Started with VR: Intro to Your First Virtual Reality Project

It’s been less than a month since House of Spells launched the VR Platform, and it’s already racked up an impressive 4.5 average rating on both headsets. We asked Lead Developer and Designer Elvijs what story he’d share with other entrepreneurs looking to break into VR. Here’s what he had to say:

On being approached by the House of Spells to set up a Virtual Reality platform for their new shop, Impetors handed over this project to their Marketing and resourcing expert. This was exciting news for the team, as this gives all the stakeholders an opportunity to push the business forward and make it more futuristic. The brainstorming session proved extremely informative and exhilarating, giving rise to many interesting ideas.

Our strategic head put it plain and simple, ‘Yes, of course, these are fun experiences that we can create for our for visitors. Go deep and not broad, with the scope’

The expectation from the Client for the VR set up was to have their in-store customers feel like they could teleport into a virtual realm, thereby resonating with the brand’s image. Merely browsing through the VR library at House of Spells, could make you waltz with the wizards, act out your dreams of being a pirate or immerse yourself in a VR experience and they can have an area where they can collaborate with like-minded people.

After some in-depth research, the team explained, ‘The Best Way to Learn about VR design…Is in VR’.

 

 

Vital things to look at before setting up VR 

Physiological Comfort

Designing an experience that is comfortable for people is the most important consideration (and a difficult one).

Environmental Comfort

Just like in the physical world, people can easily get uncomfortable in small, large, or high spaces (claustrophobia/agoraphobia/vertigo), so it’s important to understand scale when designing in VR.

Sound

While the sound is often annoying when using the web or mobile apps, it is an integral part of VR experience. Consider the phenomenon of synesthesia, where stimulation of one sense leads to the automatic triggering of another sense. For example, you smell something and get the illusion of taste. This also works with sound. Since tactile feedback is still lacking in VR, the sound is a great way to provide feedback when users touch objects.

Just like the process of coming into any new field, it’s essential to be constantly reflecting on the new opportunities in this industry. There are infinite opportunities to innovate, improve, and create brand new experiences in this space. So think big, be critical, and break out of your 2D thought process!