Developing VR/AR/MR is difficult and you need to understand the differences between the three to begin with. The Magic Leap sums it up this way:
- MR: Digital content that interacts with your real world.
- AR: Digital content on top of the real world.
- VR: 100% Digital environments.
Once this was introduced to the world the question of developing for a platform became secondary. Game developers struggled with console, PC and mobile for a long time, this is no longer the first and foremost question you need to tackle. Now we are facing a much more difficult question; what reality are we gonna focus on?
Even though this new world comes with a lot of difficulties this is a dream come true for many game developers out there. Finally we are able to create the world we dreamed about 10 years ago. Our game is not only playable it is liveable.
To make this new reality (game environment) believable we need to change focus and we need to think about a couple of new things through out the development process. Let’s sum it up this way:
- Cognitive Presence
- Perceptive Presence
- 3D UI
- World Scale
This raises the bar for art and audio in order to be able to create coherent and believable virtual realities. It also raises the bar for the whole game studio, you need tools that help you with these difficulties and that adapts to this new way of working.
First and foremost you need a game engine that supports the vision of your game and second to that you need a project management tool that will adapt to your new way of working. Old school kanban or scrum tools are no longer an option. You will need an organic tool, period!
Favro, a project management tool fairly new on the market has created a template that you can be used as a base for VR/AR/MR development, click here to check it out. This is something that the other tools are not supporting and this is really breaking new ground.
And of course they’ve written a full article about this that can be found here.