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From game design experience, talk about the

From game design experience, talk about the design of XR virtual reality (simulation) pan-game content
There are big differences between XR content and traditional content, and these differences can be reflected in aspects such as interactive experience. In this article, the author extends some thoughts HE Tuber on the design of XR products based on the design and development of PC-side keyboard and mouse-style virtual reality (simulation) pan-game products. Let’s take a look.

"We are swamped by short, fast, fragmented information, even the slightest crack in our thinking is invaded. This is a certain purpose that the information producers want to achieve. 』

1. Summary: Quick introduction to the topic

The difference between XR content and traditional content from an experience perspective is:
Convert two-dimensional vision into three-dimensional space vision;
Convert the traditional keyboard, mouse, and handle interaction methods to one based on the user himself;

Currently, keyboard and mouse-based simulation content is better defined as “VR-like simulation content” and “3D simulation content” than “VR simulation content”. Now that it's been said, there's no need to argue too hard. Perhaps the term VR is used to better express its difference from traditional two-dimensional content and highlight its intuitiveness and immersion. It can be said: "borrow other people's wind and hoist your own sails".
Most XR games are inherited, transplanted, and innovated on the basis of traditional table games. The difference lies in the changes in the dimension of experience and the interaction methods used. Its gameplay and mechanisms, storytelling and fun, design concepts and methods The essential things are the same. Virtual reality simulation content based on PC or mobile touch device (mobile phone/tablet), through interactive operations such as keyboard, mouse/finger, etc., is different from using VR/AR head-mounted devices and using handles, spatial gestures, voice, and eye movements. Interactive true XR products.
Taking user experience as the criterion, drawing on game design experience, and using virtual simulation training course products as an "introduction", we will talk about the design and development of pan-game products based on PC keyboard and mouse virtual reality (simulation), hoping to attract everyone's attention. Some thoughts on XR product design. Although it does not mention the immersive design of XR head-mounted devices and handles, voice or eye movement interaction, "different paths lead to the same goal", but the information presentation carrier and interaction method are different, and the design concepts and ideas are "similar with minor differences", you can refer to it for inspiration.
The main contents of this article are as follows

The following text is divided into 3 parts.

Part 1: Initial design of virtual reality (simulation) content from PC side
By sorting out some of the current problems in PC-side keyboard and mouse virtual simulation content products (UI, scene models, interactive feedback, processes, experience and other problems) and how to treat such problems, we have initially formed a comprehensive understanding of virtual reality (simulation) games. Understanding of product content design.
Part 2: Inspiring virtual reality pan-game product design from a game design perspective
First, the game types, domain concepts and basic content are explained.
Secondly, based on the game experience design ideas, combined with the XR virtual reality (simulation) pan-game content design details, focusing on the "human-centered user experience", "user flow and interest", "cognitive process and attention" that are concerned in game design ", "visual information expression", "interaction and feedback", "constraints and balance", "story and emotion", "target theme" and "innovation", etc., how to use XR virtual reality (simulation) pan-game products Practical applications are described.

Finally, a virtual reality pan-game product design framework is formed.

Part 3: Product Implementation Guide for XR Virtual Reality (Training) Projects
Based on game design ideas, combined with the actual work of XR virtual reality simulation training projects and product design methods, from project docking (docking content, precautions), demand research (research content - "Five determinations and four digs: setting goals, setting scope, Define functions, determine quality, and determine constraints; dig out pain points, dig out bright spots, dig out important and difficult points, dig out points of interest", precautions), business understanding, demand analysis, data collection, overall design (technical route selection, architecture design), detailed Detailed analysis and explanation were carried out in terms of design (product function design, story script process, interaction and feedback, prototype), aesthetic experience design (characters, perspectives, scenes, objects, interface UI and audio and video animation special effects).
At the same time, the game design experience, concepts, ideas, and methods mentioned in Part 1 and Part 2 are combined with practical work to explain.
"All excitement is a symptom of the outside world, and the powerlessness, self-blame, emptiness and loneliness behind the excitement are always our own. 』

2. First understanding of design from PC virtual reality (simulation) content

1. Background overview

After several years of continuous development, virtual reality (simulation) content has exerted its unique advantages in training fields such as education, medical care, aerospace, emergency response, and industry.
For the "three high and three difficult" courses that are "high risk, high cost, and high consumption" and "difficult to implement, observe, and reproduce", immersive virtual reality (simulation) is used to "teach, learn, practice, test, and evaluate". The format greatly enriches the training and learning experience and plays a very good role in skill operation and sentiment cultivation.


The basic hardware and facility environment of virtual reality (simulation) are still being further improved. Qualified units can adopt the head-mounted immersive teaching model for key subjects and knowledge points to achieve better results. But in most cases, it is still carried out using the PC desktop (including the B/S web page) keyboard and mouse control experience. After all, computers are still the most common and easy-to-use device. Whether to use a head-mounted device immersive method or a PC desktop (including B/S web page) teaching method is a comprehensive decision based on the software and hardware environment and the characteristics of the simulated course.
Next, let’s talk about the virtual reality simulation content that currently uses keyboard and mouse control on PC desktops (including B/S web pages).

From game design experience, talk about the
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From game design experience, talk about the

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