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GamesBeat: This is landing after Werewolves Within and Eagle Flight. That’s where we started thinking about building games around the social presence VR brings. It’s much different from an animated avatar.
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We thought, “Wow, it feels like another person is there.” The movement is real. We took one of those prototypes and adapted it to VR and sat across the table from each other. We’d been doing some online multiplayer work around deepening social interactions outside of VR at Red Storm. He said there are still a lot of open questions about VR, but one thing he was certain of is that it will be our most social medium ever. But Michael Abrash from Oculus, he gave a speech at Carnegie Mellon. I saw a couple-there are some crew-based games out there. All those years I was thinking about VR, one thing I didn’t think about at all was the idea of social VR. GamesBeat: Sitting down with a group of four people doesn’t seem like it would be the first idea that pops into your head for VR. The development started a bit more into 2015. We started that thinking as early as the end of 2014. It was a long process of prototyping and exploring and pitching the projects. That’s when the ideas for both Werewolves Within and Star Trek Bridge Crew got started.
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I was working in games, and when it came back I talked to Ubisoft and Red Storm, threw some ideas out there. GamesBeat: How far back did you start on this project, and thinking about VR in general?ĭavid Votypka: For me personally, I started thinking about VR maybe 20 years ago.
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