Remember when virtual reality was something out of a sci-fi movie? When we looked at characters wearing helmets and thought, “Yeah, maybe in 50 years, something like that will appear.” Well, here’s the news: the future has long...
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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.
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 !
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.
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:
“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.
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:
These pillars turn VR mechanics into a habit. The rest is an add-on that only works on a solid foundation.
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.
The choice depends on the project’s objectives, the desired audience, and the performance budget. As a guide, keep three areas in mind:
“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.
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:
SDKs and standards that make life easier:
Use OpenXR as a foundation and platform SDKs as add-ons. This approach reduces porting time and risks.
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.
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:
By removing these four pitfalls, you will significantly improve retention even before complex refinements.
Comfort comes from settings and delicate techniques. It is important to give the player control and gently support their sensations:
There is no universal recipe, but a set of options for different sensitivities will cover both beginners and experienced players.
VR is a different language of interaction. What worked on the screen can be confusing or annoying in a headset:
“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.
A good UI in VR is invisible because it is intuitive. To avoid overwhelming the player, keep it simple:
This way, when the interface requires no explanation, the player’s attention remains on the world and the goals.
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.
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:
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.
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:
How to test if your device fleet is limited:
“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.
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.
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:
Show not only the picture, but also the feeling — this is the main argument in favor of downloading.
The choice of platform affects audience expectations and the format of communication. Focus on those where your project is most naturally revealed:
“Start where it’s easier to prove the value of your idea, and plan for expansion when the metrics are stable,” advises our expert.
The revenue model should match the session format and audience expectations. Overly aggressive approaches can easily scare people away:
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.
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:
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.
The KISS Software team builds VR games around comfort and repeatability of results. Under the leadership of Yevhen Kasyanenko, we:
Remember when virtual reality was something out of a sci-fi movie? When we looked at characters wearing helmets and thought, “Yeah, maybe in 50 years, something like that will appear.” Well, here’s the news: the future has long...
read more
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