Rules of Thumb for VR RTS games

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Creating good user interfaces in VR can be a challenge especially when trying to make strategy games in VR. The reason is that strategy games tend to have a lot of GUI (Graphical User Interface) on the screen during gameplay. The authors attempt to find a solution to this problem for the design or translation of existing strategy games from 2D screens to a virtual reality context. The authors hope to solve this problem by providing a set of Rules of Thumb for developers to follow when creating strategy games in VR. The data is gathered through analysis of interviews using a Grounded Theory-inspired approach with practitioners from the VR and game design industries. The prototype has been tested and iterated based on the data gathered from playtester feedback. The Rules of Thumb is adjusted in conjunction with the prototype, and a set of Rules of Thumb will be presented as a result of all the playtesting sessions. The Rules of Thumb appear to present a decent basis for game development but have room for more validation.

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Game design, strategy games, thesis, guidelines, games, UI, VR

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