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
All Access Pass, Summits Pass
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.
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.
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.