Practical VR: A Design Cheat Sheet. Last updated: October 13th, 2016.Preamble: my work is heavily skews towards untethered / mobile platforms, and practical applications rather than entertainment, so this cheat sheet will be biased that way.
Why I made this.
There are a ton of great talks and blog posts about design for VR out there in the world. Watching them all and distilling the most important info is time consuming. I wanted to share my notes. I welcome feedback. I intend to keep this as up to date as I can, as things change, and would love all the help I can get.
If you have something you think I should add, please shout at me on Twitter (@hitsmachines).
In this cheat sheet:
A Quick Primer
A Quick Primer; a short afternoon lesson plan New to VR?
This is a quick 1–1.5hr itinerary to help orient you to the most important things you need to know about VR. Unfortunately, there is no way to truly get oriented without access to a VR system directly, and the most accessible and soon-to-be popular platforms require an Android phone. I recommend getting one that is Daydream Ready . Anything you attempt to learn about VR before trying it is going to be wasted time.
Talking about VR is like dancing about architecture. You need the experiential framework to hang that learning on.
1. Foundational Design Principles (~20 mins)