Community manager and knowledge spreader at Survios, a world-class VR developer and publisher based in Los Angeles, CA. I work closely with Survios's dev teams to produce informational articles about the exciting technological projects we're working on to make VR experiences more fun, intuitive, and immersive.
Never a developer to shy away from a technical challenge, Survios's second game "Sprint Vector" was created to tackle an issue persistent in VR since its inception: locomotion. So naturally the studio built a game where speedrunning is its heart and soul.
Survios Technical Artist Kevin Andersen discusses how multiplayer racer "Sprint Vector" brought a new level of design challenges, most notably: how do you design an aesthetically distinct world that's easily readable and render-able at 100mph--in VR?