this post was submitted on 23 Apr 2026
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Virtual Reality

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Virtual Reality - Quest, PCVR, PSVR2, Pico, Mixed Reality, ect. Open discussion of all VR platforms, games, and apps.

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Schell Games head Jesse Schell joined the Good VR podcast and recapped his path in VR from working on Disney’s pioneering VR attraction Aladdin’s Magic Carpet Ride in the early 1990s to the studio’s recent explorations in generative AI.

Along the way, we discuss the seated I Expect You To Die trilogy, the physically active Until You Fall sword fighting game, and the ambitious effort to transition the mobile multiplayer game Among Us to fully immersive embodied virtual reality.

“The business of watching your back, the fact that in VR, you literally have to turn around to see…is someone behind me?” Schell said. “Like, ooh, that does feel kind of like a match. And so we were excited by the idea of it in conversations with Innersloth, this was something that was interesting to them. And so we ended up kind of being able to team up to get it done. They were very interested in having us be a part of that. And it definitely has been the most, in terms of number of players, the most successful VR experience that we’ve been a part of.”

Most recently, Schell transitioned development of Among Us back to original developer Innersloth. The title represents perhaps the only multiplayer title in gaming to transition across all those platforms and modes of play, essentially going full circle from a flat map on a flat screen to a 3D map on a 3D screen and then, finally, back to a 3D map on a flat screen. Schell says what “shocked us” was that, as the title moved from VR back to flat, they expected more players to enjoy the game in that final mode of play.

“As many players as we have in VR, I don’t know, we’ll probably have three times as many in flat? Of course we will,” he said they thought. “And the answer was no, that hasn’t been true. The VR part of it has been more successful for us than the flat version, which was a little surprising.”

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