GAME ART DESIGN FOR VR: FORM AND FUNCTION

Annie Eaton

Written by Nick Foster

October 26, 2021

Designing art for virtual reality games is to wrestle form with function. All things naturally have a form or shape–an outward appearance that differentiates one item from the next. Similarly, all art has a purpose or function, whether expressive, utilitarian, or persuasive in nature. Louis Sullivan, an influential architect from the late 19th century, believed that “form follows function.” Of course, he did not create his philosophy with VR game design in mind, but his ideas continue to be altered, debated, and applied to all forms of art today.

As we near the release of Loam Sandbox, we can begin to reflect upon the lessons learned while designing the VR gardening game’s art and consider how Sullivan’s guiding tenet influenced the choices, sacrifices, and concessions we had to make to get Loam looking and functioning how we wanted it to.

Sullivan pioneered the American skyscraper; he believed that each skyscraper’s external “shell” should reflect its internal functions. 

Loam began with a purpose; we wanted to make a relaxing gardening simulation game in virtual reality. With that in mind, we started researching environments that would take advantage of the immersion provided by Oculus Quest headsets without inhibiting the game’s overall goal.

From the very start, Loam’s form followed its function. We ultimately decided that Loam’s setting would be a mountain valley region because the setting facilitates realistic gardening while providing a vast landscape that shines when showcased in virtual reality. Even when developing non-VR games, it is essential to consider how your game’s setting interrelates with its core gameplay.

Now, with a basic understanding of Loam’s setting, we continued to research mountain valley regions and their associated cultures. Knowing that we wanted this game to be a relaxing respite for players, we used this research to hone in on the tone and feel of the game.

Hygge is a popular theme across Scandinavian cultures but is especially prominent in Denmark and Norway. Because this idea of comfort and the feelings of well-being that accompany it aligned so heavily with the function of Loam, it inevitably had a significant impact on the visual form of everything we see in Loam, from its architecture to the game’s textures and assets.

 

As we grappled Loam’s comforting visuals with its gardening gameplay, we also had to consider the game’s functionality as a whole in terms of its ability to run smoothly on both Oculus Quest and Quest 2 headsets. Before either the Oculus Quest Store or App Lab can distribute a game or app, it must meet the stringent Virtual Reality Check (VRC) guidelines set forth by Oculus.

These VRCs are yet another example of the role Loam’s functionality played in determining its visual form. These guidelines exist to ensure that all games on the platform are of a consistently high standard; unfortunately, meeting these guidelines often requires the alteration or removal of certain elements and assets.

Your game’s performance is a common reason you might retroactively modify your game’s form to align with its function, but another critical aspect to consider is the player’s experience, especially when developing virtual reality games.

Playtesting is an invaluable opportunity to ensure your game is not off-putting to players. Feedback from players will help you better align your game’s form with its function. By playing your game vicariously through a playtester’s fresh eyes, you’ll discover aspects of your game that should be improved, removed, or implemented.

Join our discord to keep up to date with every change we make to the world of Loam leading up to the release of Loam Sandbox.