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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Future Realities Summit: A Match Made in Bullet Hell: Bringing 'Mothergunship' to VR

Joe Mirabello  (Creative Director, Terrible Posture Games, Inc.)

Chris Zuko  (Technical Director, Terrible Posture Games)

Location: Room 209, South Hall

Date: Tuesday, March 21

Time: 1:20 pm - 1:50 pm

Pass Type: All Access Pass, Summits Pass

Topic: VR/AR

Format: Lecture

Vault Recording: Video

Audience Level: All

With no virtual reality experience, the team at Terrible Posture Games set out to create a VR-only follow-up to the popular 2018 FPS Bullet-hell Mothergunship.

At the onset of the development of Mothergunship: Forge, the team had three guiding assumptions. First, a free-form crafting system like the original game would be an unparalleled standout feature. Second, the main technical hurdles in VR were ones they were confident were tech-art in nature. And third, that they could prototype, build, polish, and release the game… all within one year. They were right about the crafting system!

This postmortem gives a broad view of the entire development of Mothergunship: Forge, while diving deeper into a few of the trials that development faced. Joe Mirabello and Chris Zuko explore everything from technical insights to community backlash and present an overview of where their experience in non-VR development proved invaluable, where it fell short, and, ultimately, what it takes to make a well-regarded and well-reviewed VR title today.

Takeaway

Attendees will come away with insights into the current state of VR development, specifically lessons on trending tastes of the more hardcore enthusiasts compared to more casual players, tips on technical best practices, and knowledge about what it takes to develop a highly-rated VR game in a quickly evolving landscape.

Intended Audience

This is for all game developers, regardless of VR experience. Specific technical details will be presented at a high-enough level to be understandable by anyone within the industry.