The end of 2015 is nearly here, and it has been an eventful year filled with exciting things in my life. Our second child, Isolde, was born and I finally managed to release Animal Drivers! The last few months have mostly gone to bug-fixing the game, and carrying a (mostly screaming) baby around the house. This week I even had myself some rather lovely appendix-killing surgery which I am currently recovering from.
In between these epic life-battles, I've been working on a couple of prototypes and ideas for new games. Suffice to say, I have become extremely excited about the prospect of working on virtual reality games and have been doing a lot of interesting research lately. So if you're an indie developer like me, you might be considering how to gear up for development in VR.
DESKTOP VS. MOBILE VR
First of off, you should probably decide whether or not you're going to enter the desktop-VR market or the mobile VR market. You can do both of course, but focusing down on one effort will probably be ideal if you're a lone developer. Personally I want to have a little more power available to me than I'm used to from mobile, and I will be hitting the desktop-VR market. This market will be smaller initially, but it will also be more hungry for new software.