One of VR’s unique and delightfully meditative experiences started as an error on the PC when a 3D scan got shuffled into pieces.
Daniel Sproll joined the Good VR Podcast from Realities.io in Germany to discuss the development of Puzzling Places. The game released first on SideQuest and the creators slowly stacked up a passionate community who find a sense of quiet comfort in Puzzling Places as a kind of meditation piecing together 3D scans.
They rebuilt the game in Unity for Vision Pro and, on Steam, the title now runs both in VR and on flat screens. That makes the work a holistic study of the benefits of immersion, with Realities.io working from the early days of 3D scanning scenes with photogrammetry to developing an innovative well-loved VR game and finally to porting that experience back to flat screens.
“We did a classical engineering mistake,” Sproll said. “We were thinking a lot about, look, we can capture and we can bring it into VR and that has to be worth something — that’s just a cool thing to do. But it turns out a 3D capture is worth very little without a reason why people should look at it. We spent a lot of time finding what are reasons for people to look at this stuff, why would people want to have a 3D capture? What would they do with it?”
Before becoming a VR developer, Sproll was a cognitive scientist and a large chunk of our discussion centers on the idea of “cognitive load” and how that relates to the various modes of play available between total focus and multitasking. With Valve’s Steam Frame due this summer to change up the market, Puzzling Places may be one of the few games playable both in VR and on flat screens with significant resources spent on interaction design for both modes.
“It’s one of the most comfortable headsets I’ve ever worn,” Sproll said of Steam Frame. “I’m terribly excited that with Steam Frame I think for the first time we have a standalone headset that is only for games. It doesn’t try to do anything else. It’s only for games…. Valve makes their money selling games. It’s aligned in that sense with the developers who make the games. And with Meta over the years we had so many pushes to, maybe it’s more lifestyle, maybe it’s more media consumption, maybe it’s more productivity, maybe it can also do MR apps. It always tries to be many things at the same time. That makes it lose focus and Steam Frame is gonna be unapologetically a gaming device. And whether that works or not, we will see. But I’m really happy that someone is finally testing that hypothesis and making a device that is only that.”
The original recording of our conversation was around 50 minutes using the podcasting platform Riverside. I edited it down to just under 33 minutes. My sincere thanks to Cameron Brown of Rec Room for giving me permission to use music from Rec Room for the intro and outro of my podcast. I added a track from Quest For The Golden Trophy to this week’s episode and plan to use it for the foreseeable future. Become a subscriber on Substack to support Good VR directly and receive most podcast episodes before everyone else. You can also simply donate any amount via Stripe to support my work at Good Virtual Reality.
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