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Xtended Realities Podcast | S2 E1 | Survios Co-founder Alex Silkin: Best Practices, Mistakes to Avoid, and Running A Studio

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Manage episode 366171308 series 2499093
Content provided by Ihar Heneralau and ICVR - Xtended Realities. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Ihar Heneralau and ICVR - Xtended Realities or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ro.player.fm/legal.

It's time to get technical this week with Survios Co-Founder and CTO Alex Silkin! Join us for a deep dive into VR gamedev in Unreal Engine as we cover decisions and challenges faced by Survios while making some of the market's biggest VR games like Raw Data, Creed: Rise to Glory, Sprint Vector, and an upcoming Aliens title.

  • 0:00 - Welcome back/intros.
  • 1:55 - How Alex approaches game design.
  • 5:38 - VR games as fitness tools.
  • 7:31 - Player fatigue and session playtime.
  • 13:41 - Designing gameplay loops around fatigue.
  • 14:50 - Survios "must-haves" when designing for VR.
  • 20:33 - What Survios considers before production.
  • 22:27 - Flat screen games vs VR.
  • 29:45 - Lessons Survios has learned.
  • 33:31 - Survios' standards with VR design.
  • 40:51 - Survios' testing process.
  • 45:29 - Collaboration between designers and engineers.
  • 53:06 - Survios' "must-have" tools.
  • 1:05:20 - Best practices for architecting systems in Unreal Engine.
  • 1:27:32 - Shift from blueprints to next steps.
  • 1:33:12 - Alex's thoughts on Nanite/Lumen.
  • 1:38:32 - Mistakes made and lessons learned.
  • 1:44:28 - Lightning Round
  continue reading

17 episoade

Artwork
iconDistribuie
 
Manage episode 366171308 series 2499093
Content provided by Ihar Heneralau and ICVR - Xtended Realities. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Ihar Heneralau and ICVR - Xtended Realities or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ro.player.fm/legal.

It's time to get technical this week with Survios Co-Founder and CTO Alex Silkin! Join us for a deep dive into VR gamedev in Unreal Engine as we cover decisions and challenges faced by Survios while making some of the market's biggest VR games like Raw Data, Creed: Rise to Glory, Sprint Vector, and an upcoming Aliens title.

  • 0:00 - Welcome back/intros.
  • 1:55 - How Alex approaches game design.
  • 5:38 - VR games as fitness tools.
  • 7:31 - Player fatigue and session playtime.
  • 13:41 - Designing gameplay loops around fatigue.
  • 14:50 - Survios "must-haves" when designing for VR.
  • 20:33 - What Survios considers before production.
  • 22:27 - Flat screen games vs VR.
  • 29:45 - Lessons Survios has learned.
  • 33:31 - Survios' standards with VR design.
  • 40:51 - Survios' testing process.
  • 45:29 - Collaboration between designers and engineers.
  • 53:06 - Survios' "must-have" tools.
  • 1:05:20 - Best practices for architecting systems in Unreal Engine.
  • 1:27:32 - Shift from blueprints to next steps.
  • 1:33:12 - Alex's thoughts on Nanite/Lumen.
  • 1:38:32 - Mistakes made and lessons learned.
  • 1:44:28 - Lightning Round
  continue reading

17 episoade

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