CCP Newcastle’s Andrew Willans on the challenges of 18 months as a VR pioneer
You’ll struggle to find a more passionate advocate for VR than Andrew Willans. Eve Valkyrie’s lead designer left Ubisoft Reflections after seven years, having worked on the likes of The Crew, The Division and Watch Dogs, as well as leading a small team on the delightful Grow Home. He moved to CCP Newcastle after being dazzled by an early Valkyrie demo, and is still working on the game, some 18 months on from its initial launch. Ahead of his keynote at this year’s Develop: VR conference at Olympia London on November 9, Willans spoke to us about his experiences working on one of VR’s biggest games.
What’s the biggest draw to working in VR?
I think I speak for everyone at the studio that when VR came about it really blew our socks off. We’re making games in VR because we genuinely believe that this is a large part of the future of games. For us there’s still that sense of wonder and excitement. So that’s in the DNA of the studio: we’re all wowed by the technology, and we just want to make great games for it. Yeah, we’d be a lot happier if it picked up sooner than it did, but we’re here for the long haul. As the technology improves, as the prices come down and it becomes more widely available to more players, then that’s only going to be happy days for us.
Bu hikaye Edge dergisinin December 2017 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Giriş Yap
Bu hikaye Edge dergisinin December 2017 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Giriş Yap
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart