We’re at E3 this year. Did you see us? Unless you’re a developer, then you probably didn’t.
Obviously we weren’t on screen talking to WWE’s The Big Show about his personal experiences with our software, or using Minecraft to showcase the graphic ability of our new hardware (was that an odd choice to anyone else?). Instead, we were talking with other developers, both independent and AAA, to share ideas and problem solve.
Game dev is a relatively small community, especially where we are headquartered in New York. Despite the small size, we often end up solving the same problems over and over. These can be technical problems like keeping VR controllers synced properly, to issues of acquiring funding. As we outlined in our last post, the VR industry is in its infancy, and that creates a goose and gander scenario for us involved. Individual successes contribute to the whole. Each passion project that succeeds helps another developer’s vision come to life.
This kind of work is important not just to us, but to the VR industry in its entirety. The most successful games are the ones that take risks, and right now VR is filled with independent developers trying to do just that. These ideas provide a lot of room for creativity, but that creativity needs dedicated time that shouldn’t be wasted on things like technical issues.
Imagine if Mojang never released MineCraft because biome’s never generated properly. What if Blizzard (then called Silicon & Synapse) never figured out collision detection in The Lost Vikings? In order to push VR to where it’s destined to go then it requires a support system of considerate developers. As we work towards our own goal of bringing you the best it can offer, we will be utilizing our successes to help others, and asking for help from others’ successes.
It’s a great community, and one of the major reasons we’ve stayed in it for so long. As the weeks continue, we can’t wait to keep sharing with you the fruits of our labor, and our ongoing relationships with other like-minded creatives.