The Robo Recall talk was really insightful, but also made me a little worried about two elements of our own game. The first was lighting. The Art Director mentioned that they went with a very bright environment, since dark environments can lead to glare on the lens of the headset, and high-contrast things like white text on a black background can lead to a halo-ing effect.
Our VR project for No Country for Old Men is a very darkly-lit scene. I'd rather keep the lighting as it is if possible for the sake of the tone and setting. Both Chris and Nick brought up options for us like a day-for-night post-processing scenario, or just going along with the dark scene however bad the glare, and prioritizing the setting of the scene over the fidelity of the lighting.
The other concern was that the Robo Recall team found that, the more anthropomorphic the character, the more hesitant people were to shoot them in VR. The antagonist in our VR experience is a human. I'm not sure if we should try the Robo Recall route and make him less human and therefore less sympathetic, like some sort of Terminator coming after you, or if we should lean into the hesitancy people will feel. It could possibly give them a stronger incentive to go the stealth/passive route.
But overall it was a really interesting talk and made me consider several things about our project that I hadn't before.
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