#virtual reality
Tips and life hacks for creating successful VR games
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Tips and life hacks for creating successful VR games

Developing VR games is no longer about experimentation, but about real competition for attention. Players put on their headsets for a powerful experience, and the first few minutes are crucial: if movement causes discomfort, the controls are confusing, or the image is jerky, there is almost no chance of a second attempt.

Tips and life hacks for creating successful VR games

In this article, together with Yevhen  Kasyanenko, head of KISS Software, we’ll look at how to turn an idea into a VR game that people will want to come back to: how to choose a genre, which platform to target, how to make the controls feel natural, the gameplay comfortable, and the release confident. Let’s dive into the details of VR game development !

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1. Generating ideas and concepts for VR games

A strong concept saves months of work: it helps you choose the mechanics, tone, session length, and even monetization. Before writing code, it’s worth answering what role the player will have and what actions they will truly enjoy repeating.

How to choose an idea and genre?

For an idea to be viable, it must be based on natural interaction and physical sensations. It’s useful to look at successful examples, but it’s even more useful to understand their “secret ingredient” and add your own.

 

What to look for in leaders and how not to fade into the background among competitors:

  • Transparent role. The player instantly understands who they have become and what they can do.
  • Tangibility of the world. Everything that looks grabable can actually be grabbed and reacts.
  • Honest physics. Weight and inertia may be simplified, but they are predictable.
  • The “action-feedback-reward” loop. Haptics, sound, visuals, and progress should come together in a pleasant cycle that you want to repeat.

“Focusing on the market, look for your difference — an unusual way of interacting, a fresh fantasy role, or a new rhythm of sessions. This is the hook that keeps players coming back,“ advises Yevhen  Kasyanenko.

Which mechanics work best in VR?

The list is short, but it is precisely this that gives the player the feeling of ”I’m really there.” To make the interaction seem natural, build a foundation of proven elements:

  • Physical interaction: grab, push, rotate, connect.
  • Gestures and hand tracking: simple pinches and clear instructions.
  • Comfortable locomotion: teleportation plus smooth movement with step turns; let the player choose for themselves.
  • Spatial sound: the space sounds as convincing as it looks.
  • Tactile feedback: a short vibration at the moment of action “glues” the sensations together.

These pillars turn VR mechanics into a habit. The rest is an add-on that only works on a solid foundation.

2. Choosing a platform and technologies

The platform determines not only the image, but also the pace of gameplay, session duration, optimization requirements, and marketing. It’s better to make this decision right away — that way, there will be fewer reworks and compromises on the road to release.

Which VR platforms are currently relevant?

The choice depends on the project’s objectives, the desired audience, and the performance budget. As a guide, keep three areas in mind:

  • Standalone headsets (e.g., Meta Quest, Pico): mobility and wide coverage; in exchange, strict resource conservation.
  • PC VR (e.g., Valve Index, HTC Vive): high detail and complex simulations; smaller audience, more expensive entry.
  • Console VR (e.g., PS VR2): stable ecosystem and quality; time required for platform requirements and testing.

 

“The platform is a strategy. For mass reach and co-op, it makes more sense to start with standalone devices; for visual and ‘heavy’ simulations, start with PC-VR; for a premium showcase, look towards PS VR2,” notes our expert.

Tools for developing VR games

The choice of game engine and SDK affects the speed of prototyping, the convenience of teamwork, and the effort required for porting. The easiest way is to start with a universal base and then connect platform features.

Engines and their strengths:

  • Unity: fast prototypes, rich asset catalog, many ready-made solutions for standalone headsets.
  • Unreal Engine: powerful graphics and animation, flexible visual tools, comfortable for large projects.

SDKs and standards that make life easier:

  • OpenXR: a unified standard that reduces dependence on specific devices.
  • SteamVR: a logical choice for PC VR and integration with Steam.
  • Oculus SDK: deep capabilities for standalone headsets, including hand tracking.

Use OpenXR as a foundation and platform SDKs as add-ons. This approach reduces porting time and risks.

3. Game design and UX in VR

In VR, comfort is not a bonus, but a prerequisite for existence. Players will not tolerate discomfort, even if the world is beautiful and the idea is strong. Everything is decided by the little things that make up the system.

Common mistakes made by beginners when developing VR games

Almost all mistakes arise from the desire to make it “like a regular game, only closer.” To avoid falling into the typical traps, keep this quick checklist handy:

  • Foreign camera: any forced turns and shaking are a direct path to discomfort.
  • Overloaded controls: an excess of buttons instead of natural hand movements.
  • Ignoring physics: a hand passing through an object destroys immersion.
  • Lack of haptics: without tactile confirmation, the world feels empty.

 

By removing these four pitfalls, you will significantly improve retention even before complex refinements.

How to avoid motion sickness and discomfort?

Comfort comes from settings and delicate techniques. It is important to give the player control and gently support their sensations:

  • Movement control: movement is initiated by the player, not the script.
  • Vignette during acceleration: narrowing the field of view smooths out the sensations.
  • Step turns: quick step turns instead of smooth rotation.
  • Reference points in the frame: static interface elements “ground” the gaze.
  • Comfort settings: switches for movement modes and effect intensity.

There is no universal recipe, but a set of options for different sensitivities will cover both beginners and experienced players.

Why are standard game mechanics not always suitable for VR?

VR is a different language of interaction. What worked on the screen can be confusing or annoying in a headset:

  • Turn flat menus into objects in the world: wrist panels, holograms, physical switches.
  • Reloading (and anything else) as a physical action: magazine, bolt, tactile locking, and tactile feedback.
  • Third-person cameras should be used with caution (they can be disorienting): first-person view or “virtual hands” are often more appropriate.

“Think in terms of objects and actions, not windows and buttons — that way, the interface stops getting in the way and starts helping,” adds our expert.

Tips for control and interface

A good UI in VR is invisible because it is intuitive. To avoid overwhelming the player, keep it simple:

  • Minimum buttons: gestures and grips are primary, buttons are only used when absolutely necessary.
  • Interface in the world: volumetric panels with clear click depth and sound.
  • Hints next to the action: light indicators and small hints right next to the object.
  • Learning through play: a series of short actions instead of long instructions.

This way, when the interface requires no explanation, the player’s attention remains on the world and the goals.

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4. Optimizing and testing VR games

A stable frame rate is the player’s health and your reputation in stores. Even rare jerks can ruin the experience and ratings, so performance and testing are not just another stage, but an ongoing process.

How to achieve smooth gameplay?

The goal is a stable frame rate without jumps. To do this, it is useful to agree in advance within the team where to save resources and where to spend them on the experience:

  • Dynamic resolution and smart rendering modes: help to maintain complex scenes.
  • Be careful with transparencies and effects: they are beautiful, but often too expensive.
  • Levels of detail and hiding the unnecessary: what is not visible should not be counted.
  • Light and shadows: try to bake where the scene is static.
  • Rational physics: simplified collisions and a moderate number of active objects.

From experience, we would add that it is better to be “a little simpler, but stable” than “very beautiful, but with drops” — especially on standalone devices.

Testing VR games

VR is tested in short sessions, paying close attention to the feelings and habits of players. The checks here go beyond bugs and concern behavior in space.

 

Where problems most often arise and how to catch them:

  • Flying through geometry and objects getting stuck – check for collisions and scene edges.
  • Loss of tracking, hand tremors, incorrect height calibration – adjust the reference points.
  • Abrupt camera turns and lack of protective effects – add soft options.
  • Fragile UI: narrow buttons, lack of clear hits – increase areas, add visual and tactile feedback.
  • Incompatibility with certain devices – test basic scenarios on different headsets in advance.

How to test if your device fleet is limited:

  • Use built-in developer tools and emulators to check logic.
  • Publish early versions for enthusiasts and collect honest feedback.
  • Record videos and logs directly in the game to reproduce problems faster.
  • assess the “health” of sessions with short surveys and metrics on time to discomfort.

“VR testing is as much about feelings and habits as it is about code. The sooner you start collecting this kind of feedback, the fewer surprises you’ll have at release,” emphasizes Yevhen  Kasyanenko.

5. Promotion and monetization of VR games

A quality product is half the battle. The other half is the right market entry: where to show the game, who to show it to, and how to explain what’s good about it in the first few minutes.

How to promote a VR game?

The goal of promotion is to convey a feeling. The best advertising here is the opportunity to quickly try and understand, which means that the market entry strategy should be something like this:

  • Early access and demo. A short, polished scene is more powerful than a long trailer, and publishing a beta version on SideQuest or other platforms will help gather feedback.
  • VR communities. Being active on relevant channels on resources such as Reddit, Discord, VR Substack, and X (Twitter) provides feedback and early fans.
  • Collaborations with VR bloggers. Prepare scenes where the effect is clear without a long introduction; such reviews on YouTube and Twitch increase awareness.
  • Partnerships. Joint events with like-minded projects expand your reach without unnecessary costs.

 

Show not only the picture, but also the feeling — this is the main argument in favor of downloading.

Where to host your game

The choice of platform affects audience expectations and the format of communication. Focus on those where your project is most naturally revealed:

  • SteamVR: a natural environment for PC VR and modifications, but active communication will be required.
  • Quest Store / App Lab: the basis for standalone VR; App Lab is convenient for testing retention and comfort.
  • PlayStation Store (PS VR2): high quality standards and an audience that appreciates ready-made solutions.

“Start where it’s easier to prove the value of your idea, and plan for expansion when the metrics are stable,” advises our expert.

Monetizing a VR project

The revenue model should match the session format and audience expectations. Overly aggressive approaches can easily scare people away:

  • One-time purchase – suitable for stories and campaigns.
  • Subscription – appropriate on platforms with game catalogs.
  • Add-ons and episodes – extend the life of the project.
  • Customization and seasonal events work well in social and cooperative games.

Remember, player comfort is a core value. Don’t hide convenient options behind a paywall and don’t interfere with the enjoyment of what has already been paid for.

Conclusion

VR requires both bold imagination and respect for the player’s physical sensations. A strong role, clear actions, precise movement, and stable performance are the four pillars on which the experience rests. Everything else reinforces them, but does not replace them.

Final tips in one place:

  • Start with a role and a loop of actions that you want to repeat.
  • design interactions based on the body, not the menu;
  • prioritize frame stability over the beauty of effects;
  • test briefly and often, gathering feedback not only about bugs, but also about sensations;
  • treat the release as a process: demo, community, content plan, and support.

Why you should turn to a professional development studio

VR combines design, graphics, physics, optimization, and knowledge of how comfort works. A mistake here is not only a bug in the tracker, but also real discomfort for the user. A professional team allows you to get through difficult places faster and safer.

How can KISS Software help you create a successful VR project?

The KISS Software team builds VR games around comfort and repeatability of results. Under the leadership of Yevhen Kasyanenko, we:

  • formulate the concept and gameplay loop and test them with playtests;
  • design interfaces in the world, convenient locomotion, and understandable gestures;
  • lay a universal foundation for cross-platform porting;
  • build performance budgets and bring scenes to stability;
  • organize testing with live feedback and plan a soft launch;
  • prepare for release and support the project with a content plan.

If the goal is to make a game that people want to come back to, let's discuss the project and put together a plan.

The KISS Software team will help turn your idea into a VR experience that works easily, looks good, and delivers results.
Request a consultation

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