Develop's VR week: All the stories here

Develop's VR week: All the stories here
Craig Chapple

By Craig Chapple

April 11th 2014 at 3:00PM

The industry's sharpest minds discuss what impact virtual reality can have on games

All this week Develop has been reporting on the virtual reality space in games and what it means for the industry and consumers.

We’ve spoken with the likes of Oculus’ Nate Mitchell, SCE’s Dave Ranyard, Frontier’s David Braben, CCP’s Owen O’Brien, nDreams’ Patrick O’Luanaigh and a host of other developers at the bleeding edge of the technology.

Below we’ve rounded up the entire week’s stories in VR. Read on to find out about where VR is heading, what its impact will be on games and just how developers around the world are taking advantage.

And of course, this doesn't mark the end of our reporting on VR. If you have something to say or want to write an opinion piece for the website on the matter or other topics affecting the game industry, please contact james.batchelor@intentmedia.co.uk or craig.chapple@intentmedia.co.uk for more details.

Develop April: Inside the VR revolution with the Oculus Rift and Sony's Morpheus

The latest issue also features Sucker Punch's stunning PS4 game InFamous: Second Son, a look at Finland's booming start-up scene and cloud gaming

All eyes on VR

Virtual reality has been given a violent shove from potential game-changer to oncoming storm

Untold Games: 'The rules of VR have yet to be written'

Indie studio behind award-winning virtual reality adventure game discusses the challenges VR developers face

VR developer nDreams secures £250,000 investment

Studio employing new staff and ramping up development

The VR Dream and overcoming game dev hurdles

Hypersloth co-founder Ashley Stancill on working with UDK to develop Dream for Oculus

Virtual Reality: 'The time is now'

With PlayStation and Facebook heavily backing VR, the tech is on the cusp of truly taking off

VR Virtuix Omni treadmill shipping in September

Movement-tracking tech available for pre-order

Components of the Rift: Designing for Oculus

Makemedia discusses how it made a racing game for the virtual reality headset

Inside Morpheus: SCE London on PlayStation's VR ambitions

Sony's Dave Ranyard discusses the wider possibilities of virtual reality and the complications that developers must overcome

Altergaze: VR's new underdog?

Develop looks at a unique alternative to the Oculus Rift

nDreams: VR not a gimmick

CEO Patrick O'Luanaigh discusses the virtual reality revolution and why it's poised to start a new era of immersion in games

Indies and virtual reality

Edward McNeill explains why VR can be a great platform for indie game developers

Interview: Eve: Valkyrie and the VR frontier

CCP Newcastle's executive producer talks about the origins of the studio's first VR title and what the tech can bring to games

Oculus VR: 'We are just scratching the surface'

Co-founder Nate Mitchell tells us how close the pioneering headset is to a commerical release

VR's gaming future and why it's not a fad

Neil Schneider from the Immersive Technology Alliance discusses the potential of VR

Getting student access to virtual reality tech

Indie developer Daniel Nyberg looks at how students can start learning to develop for VR now

Interview: Farm 51's VR vision for Get Even

The studio's lead designer discusses how it realised entire locales in the virtual world

5m Oculus sales will bring Wargaming into the VR fray

World of Tanks creator says it will only target virtual reality when audience is big enough

The other VR headsets

A look beyond the Rift to virtual reality's less famed hardware

The brain loves VR

The psychological and emotional adaptation of the mind to virtual reality

How Frontier is bringing Elite: Dangerous to VR

David Braben discusses what the studio is doing to adapt its upcoming game to virtual reality

Eutechnyx on lighting up VR and expanding its business

Studio CEO Darren Jobling explains how VR is growing the studio's business both in and outside of games

Three VR game design principles: How Junkfish changed its approach to game development

Andrew Bean and Simon Doyle analyse issues such as scale, in-game UIs and simulation sickness