The video game concept artist talks about VR’s possibilities
As a concept artist, do you need to work differently when developing for VR?
You’ve always got to be more conscious of how your asset or scene is going to be viewed – everything gets scrutinised from all angles and viewpoints! But that’s very much the case for working with games as a whole.
Have you used apps like Oculus Quill to concept VR games and entertainment?
I haven’t commercially but in the time I have spent in them I see enormous potential for creativity with tangible 3D space. There’s an element of fluidity and dance that I see transferring over to gestures within the medium, not to mention the benefits of not being sat down all the time!
What opportunities does VR hold for digital artists?
VR is at the forefront of new technology, and that’s always an exciting place to be. Everyone is figuring out the best approaches together, not to mention problem solving new challenges.
If you could offer one piece of advice to artists considering taking up developing for VR, what would it be?
Spend time working out which platform appeals to you. Each one has different benefits, and there’s a considerable financial outlay depending on which headset you go for. Define your goals early so you don’t overwhelm yourself with new tech!