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[NEWS] Moss creators reflect on five years of PS VR


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Moss creators reflect on five years of PS VR

Shuhei Yoshida, head of PlayStation Indies, Sony Interactive Entertainment, introduced the world to PlayStation VR by stating that it was going to be “the next innovation from PlayStation that will [shape] the future of games.” And boy was he right.

For the past five years, PlayStation VR has provided the industry, specifically VR developers like us, with an incredible opportunity to create worlds and games that push entertainment and emotional connection beyond what today’s more traditional game technologies provide. VR is the only platform that truly immerses players in other worlds, allowing them to be a part of a narrative experience. You are a part of the story. Characters look at, converse with, and react to you. Not only do you have presence in beautifully rendered worlds, but you can also interact with the world in a physical way that feels intuitive and true. For instance, in Moss, whether it’s dragging agiant

But it’s not just the physical interaction that makes VR special, it’s also the emotional connections that you make with virtual characters. When developing Moss for PlayStation VR, we learned that VR gives players the ability to build deep connections with characters over time through shared experiences. And in doing so, players believe that this connection is real—because, it kind of… is. These connections and the emotions they elicit—excitement, joy, and even heartbreak—are mind-opening for players who didn’t know they could feel so strongly within a digital experience.

Since releasing Moss on PlayStation VR in 2018, we’ve continued to experiment, learn, and advance our understanding of VR. In fact, Tyler Walters, principal technical artist, and Richard Lico, animation director, have provided a quick behind-the-scenes look at the work we’re doing to enhance both the thrill of physical interaction, and the joy of emotional connection, in Moss: Book II.

Tyler Walters: Moss proved that dynamic interactive visuals are very enjoyable and rewarding in VR. With additional team members on Moss: Book II, we found an opportunity to create many more visual effect systems and shaders that can only be experienced at their fullest within VR. This ranges from snowflakes falling in the mountains, to candle flames that move around as the player creates wind with their hands. Each of these systems create a different mood and sensation, so much so that some of us even feel colder while playing in the snowy levels of the game

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