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Video: A game designer's overview of the neuroscience of VR

October 17, 2017 | By Staff

October 17, 2017 | By Staff
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More: VR, Console/PC, Design, Video, Vault

As game designers map the uncharted territories of VR/AR game design, it can be useful to study what modern neuroscience knows about how people take in and understand the world around them.

At GDC 2017, game dev veteran Noah Falstein tried to do just that by providing an overview for game designers of the basic neuroscience of immersion, motion, and emotion. He also provided context (from an experienced game designer's viewpoint) and explanations for the science necessary for effective use of VR.

He went on to offer techniques that VR game designers can employ to take their work to new heights, and provided practical advice for VR developers looking to design better VR experiences.

It was a practical, approachable talk about a very complicated (but fascinating and useful!) subject. If you didn't make time to see it in person earlier this year, don't miss your chance to now watch Falstein's talk for free via the GDC YouTube channel!

About the GDC Vault

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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