#VR Game Developers
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Hire VR Game Developers - Gamecrio Studio
Embark on an exhilarating journey through virtual reality with Gamecrio’s seasoned VR Game Developers. Our team specializes in crafting immersive and unforgettable experiences that push the boundaries of reality and imagination. From breathtaking environments to interactive gameplay mechanics, we’re dedicated to bringing your VR gaming visions to life with creativity and precision.
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It is very difficult for an inexperienced person to find a reliable VR game company without proper guidance. Hence, to save your effort and time, we have created a list of the: Top 10 VR Game Development Companies in 2023
#VR Game Development Company#VR Game Developers#Mobile Game Development company#virtual reality game development company
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A glimpse into my dark, twisted mind.
These are thumbnails I drew for the art team when requesting a nice banner to promote the free Bugsnax VR mode on Steam.
This is what they gave me. Everyone say "thank you art team."

#bugsnax#young horses#filbo fiddlepie#bunger#game development#look i did my best okay#i like that the headset and controllers are made of wood#did snorpy invent VR for filbo
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The game I've been working on for almost two years is now in open beta if you wanna try it out!!

Boom Boom Hamster Doom is a VR game about commanding teams of hamsters fighting across a completely destructible island. If you want an X-meets-Y description, it's much like Worms, but at tabletop scale. It's toyetic as hell - you lead them around on leashes with your little crab claw, and pull back like a catapult to aim missiles or boxing gloves, throw an airstrike like a paper plane, or fly them around in little jetpacks.

I've worked on pretty much every corner of this game - in particular, shading, animation, UI, gameplay and the procedural generation of the islands. And like, you know me, I want to tell you all about it. I'm writing a whole lot more diving into how just about every aspect of the game was built, from voxel meshing and networked physics to ocean rendering, bot AI, and obscure DOTS optimisation headaches... which will all be appearing right here. I'll keep you updated.
We'll be moving into full early-access soon, but you can already jump in the beta here, and play against other people or bots in the forest and ice biomes. You'll need to have a Quest 2 or Quest 3 headset - but if you have another headset, don't worry, we are planning on a Steam release down the line. I'll keep you posted.
All feedback is extremely welcome! I'm nervous/proud/excited for the game to finally see the light of day.
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*whispers* headcannon Bart has visual snow syndrome because he grew up in that vr video game pass it on
#bart allen#my first personal projection hc how’d I do?#vss is trippy sometimes#dc impulse#for example the static is constant (like actual tv static) so I hc that when Bart left the vr it didn’t really FEEL like it because he still#could see the static and sometimes certain textures don’t ’load properly’ so they’re hard to discern#how far they are away until you actually touch them#so the difference between video game and real world was almost impossible to figure out for a while#of course there’s a spectrum of how bad your vss is and mines pretty low so I’d figure barts would be too#and I know it’s more something your born with rather than develop afterward but hey it’s just a hc
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I've dealt with Flower Boy. You're welcome
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Do you guys now that thing where people make lwj immortal so he can wait for wwx’s return and it ends up being centuries later, in a modern with magic world?
Ive also read some intergalactic era novels (most about mecha ngl) and I gathered that most of them are set eons after earth…
Lwj immortal waiting for wwx until the intergalactic era
At first he might be trying not to cultivate immortality, he was grieving after all, but he puts a lot of his still long lifespan into studying souls and how to help hurt ones, once he realizes that wwx soul won’t go back to the reincarnation cicle organically all bets are off and he does cultivate to immortality with the goal of finding a way to mend his soul back together
And while he does find a how, it’s slow but he can be patient if it’s for Wei Ying yknow? Except is so slow the world changes and changes and changes and that ok, he can wait but them the world keeps changing and everything is dying and by the way things are going even when wwx is back he may be coming to a wasteland so he goes on to do what he can to fix things and it’s hard because he was never this kind of genius yk? The one who creates stuff but he does have a lot of sway in the world since he existence was never a secret
Man has lived for centuries in a purified burial ground, there are a lot of stationed researchers and cultivators around there who he has interacted with before but now he has to actually work with people to solve the world dying thing but it’s ok bc even if he’s not really good at the politics thing he is almost ascending and needs to put energy somewhere
They end up with a wall-e plan, everyone goes away while a lot of cultivation powered technology helps the planet heal from all the human abuse
Of course the energy comes mostly from lwj who just sinks a lot of power there, he ends up in seclusion alone in a world healing vc he’s afraid wwx soul would show up alone
There more poser them he can passively generate so he was cultivating again, he entered a meditation so deep centuries passed, the humans have stabilized themselves in more them one planet and are out there spreading but they do come back bc earth just has something that is better for cultivators and they end up waking up hgj but wy’s soul is still not whole again… he can’t bear to live for centuries more but he will wait, so he sets up an alarm spell thing and goes into a deep meditation again
It’s past another huge amount of time, there’s all the mecha and virtual reality stuff that happen in those novels, wwx comes back!!! His soul is whole but lwj who set up an alarm made a mistake… instead of waking him up the spell locked his consciousness…
So there is a ghost wwx who sees a clearly stuck lwj and a completely different world and!!! Ofc the answer is my favorite most beloved intergalactic era trope: ve game that heals someone
Yes, I made you read my tabling just to say
Ghost time traveler wwx who turns into a game developer to free sleeping beauty lwj
If you don’t know this trope: usually a mc creates a game (eg farming game) as a way to collect power (eg farming god need faith in farming) and helps others by the way (eg curing a stress induced beastly rage)
In this au ghost wwx creates a game to try to contact lwj consciousness and it works but in the game lwj can’t remember everything and he goes on to remember things slowly and it’s very angst but it’s also ok bc he has the support yk?
Also ofc the game is a cozy game, the yilling patriarch would make some game with stardew valley vibes for sure except it’s also have cool creatures to fight bc I think the eventual date hunting some monsters is just his idea of slice of life yk?
#this is very messy don’t mind me#at first those where like 172728 separeta ideas#but I started to write and my extra wait immortal hgj got stuck with#the wasteland only survivor immortals thing#plus the game developer wwx and them sleeping beauty hgj#and them the vr gaming together wangxian too#all of those could be better done alone tbh I’m just sleepy#wangxian#mdzs#also this one lacks everyone else for maximum angst#I’m so sorry hgj#I guess that thing about the other mxtx gongs having to wait while hgj had to grieve got me yk?#so I gave him hope and made him suffer even longer instead#at first I thought this would go in a mech direction… I let myself down#mech mechanic wwx my beloved#I’ll make another one for him
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I put the Calicium lenticulare 3d scan into my flappy virtual reality flying program - it's fun stuff to swoop around. ^_^
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How to Balance PvE and PvP in MMORPGs
Creating a successful MMORPG requires careful attention to one of the most challenging aspects of MMORPG game development: balancing Player versus Environment (PvE) and Player versus Player (PvP) content. When these two gameplay pillars are properly balanced, they create a rich, dynamic world that keeps players engaged for years. When they're not, your game can quickly lose its player base.

Why Balance Matters in MMORPG Game Development
MMORPGs thrive on diverse player preferences. Some players love raiding dungeons and defeating epic bosses, while others crave the thrill of outmaneuvering human opponents. The most successful MMORPGs don't force players to choose—they create ecosystems where both playstyles can coexist and complement each other.
As experienced developers know, imbalance can lead to serious problems:
Player exodus when one type of content receives preferential treatment
"Dead" game areas when certain content lacks meaningful rewards
Community division between PvE and PvP players
Power imbalances that make content trivial or frustratingly difficult
Core Principles for Balancing PvE and PvP
1. Separate Skill Systems When Necessary
One fundamental approach in MMORPG game development is implementing different rules for skills in PvE versus PvP contexts. Many abilities that work well against predictable AI enemies can become overwhelming when used against other players.
Consider World of Warcraft's approach: many crowd control abilities have different durations when used against players compared to monsters. This simple adjustment prevents PvP matches from becoming frustrating stun-lock festivals while still allowing those abilities to remain useful in dungeons.
2. Create Meaningful Progression Paths for Both
Players need to feel their preferred gameplay style offers legitimate advancement. A common pitfall in MMORPG game development is making the best gear exclusive to one content type.
Guild Wars 2 solves this elegantly by offering multiple paths to equivalent gear. Whether you're exploring story content, raiding, or competing in structured PvP, you're making meaningful progress toward your character's growth.
3. Design Complementary Reward Structures
Smart reward structures encourage players to engage with both content types without forcing them into gameplay they don't enjoy.
Final Fantasy XIV implements this brilliantly:
PvP offers unique cosmetic rewards and titles that don't affect PvE power
PvE progression rewards that remain relevant to casual PvPers
Seasonal PvP rewards that maintain engagement without creating power imbalances
4. Consider Scaling Systems
Scaling systems are increasingly common in modern MMORPG game development, allowing characters of different power levels to compete on more even terms.
Elder Scrolls Online's battle scaling system normalizes stats in PvP areas, ensuring that gear differences matter but don't make fights impossible. This approach lets newer players participate while still rewarding veterans' progression.
Technical Implementation Challenges
Skill Effect Modifiers
Implementing separate modifiers for skills across different content types creates additional complexity. Your system architecture needs to support contextual rule changes that can dynamically adjust how abilities function based on whether they're being used in PvE or PvP scenarios.
For example, a stun ability might last 5 seconds against a dungeon boss but only 2 seconds against another player. These contextual adjustments help maintain balance without creating separate ability sets.
Data-Driven Balance
Successful MMORPG game development requires continual refinement based on player behavior data. Implement robust telemetry systems to track:
Win rates in different PvP brackets
Completion times for PvE content
Class/build representation across content types
Economic impacts of different activities
This data forms the foundation for informed balance decisions rather than relying solely on player feedback, which often skews toward the most vocal community members.
Case Studies: Learning From Success and Failure
Guild Wars 2: Structured PvP Success
ArenaNet's approach to structured PvP in Guild Wars 2 represents one of the most elegant solutions in MMORPG game development. By completely separating PvP builds and gear from PvE progression, they created a truly skill-based PvP environment while allowing their PvE systems to scale naturally.
World of Warcraft: The PvP Power Experiment
Blizzard's introduction of PvP Power and PvP Resilience stats was an attempt to solve balance issues by creating separate gear progressions. While theoretically sound, this approach created problems:
Players needed separate gear sets for different content
PvE players felt forced into PvP to remain competitive
The system added complexity without solving core balance issues
The eventual removal of these stats and return to unified gear with contextual modifiers proves that simpler solutions are often better in MMORPG game development.
Integration Strategies That Work
Territorial Control With Benefits
Territorial PvP becomes more compelling when it offers benefits that extend to PvE gameplay. Black Desert Online uses this approach effectively, with guild warfare providing economic advantages that benefit both PvP-focused players and their more PvE-oriented guildmates.
Optional Flag Systems
Many successful MMORPGs implement flag systems allowing players to opt in or out of open-world PvP. This creates natural tension and excitement without forcing unwilling participants into combat situations they don't enjoy.
New World's territory control system exemplifies this approach, making PvP meaningful while keeping it optional for those who prefer PvE content.
Common Pitfalls to Avoid
In MMORPG game development, certain design decisions consistently lead to balance problems:
Making the best PvE gear require PvP participation (or vice versa)
Balancing classes primarily around one content type
Allowing gear advantages to completely overshadow skill in PvP
Creating "mandatory" grinds across content types
Neglecting one content type in major updates
Finding the Sweet Spot: Blending Content Types
The most successful MMORPGs find creative ways to blend PvE and PvP content:
ESO's Cyrodiil combines large-scale PvP with PvE objectives
FFXIV's Frontlines mixes competitive objectives with NPC enemies
Guild Wars 2's World vs. World incorporates PvE elements into massive realm warfare
These hybrid approaches satisfy both player types while encouraging interaction between different playstyles.
Conclusion
Successful MMORPG game development requires treating PvE and PvP balance as equally important, interconnected systems. By implementing contextual modifiers, separate progression paths, and data-driven balancing, you can create a game world where diverse player preferences are respected and rewarded.
Remember that perfect balance is never achieved—it's an ongoing process that requires constant attention and adjustment based on player behavior and feedback. The most successful MMORPGs view balance as a journey rather than a destination, with each update bringing the game closer to that elusive equilibrium that keeps all types of players engaged and satisfied.
By focusing on systems that allow both playstyles to thrive without undermining each other, you'll create an MMORPG that stands the test of time and builds a loyal, diverse community.
#game#mobile game development#multiplayer games#metaverse#nft#vr games#blockchain#gaming#unity game development
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Empower Your Digital Presence with Cutting-Edge Frameworks
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Propane Gas Grill sale on @renderositymagazine-blog @renderosity-refined-blog https://www.renderosity.com/marketplace/products/168145/propane-gas-grill
#3d model#3d prop#digital art#blender 3d#3d asset#low poly#pbr textures#pbr#game development#indiedev#indie#dev#vr ready#vr#bbq grill#outdoor prop#outdoors#3d graphics#cgi art#3d environment#3d art#propane gas grill#renderosity#sale#discount
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WordPress Security Services Tailored to Your Business Needs
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hey you know what! they've probably posted enough info about it now that I can actually tell you a bit about the game I've been working on for the past year~
i'll keep you in suspense until tomorrow (nyeh >:3) but you can see some videos of year+ old early prototypes over on instagram. the idea being to essentially show a very compressed timelapse of the development of the game from its earliest prototype up to what it is now. so feel free to speculate wildly off that.
currently I think we're up to August of last year. which is kind of exciting in fact, because the videos are starting to show my major contributions to the game, like the terrain and water shaders (as of gamescom last year, they've evolved a bit since then).
i'll write a real post about it when i have the go-ahead but I'm so badly looking forward to being NDA-free so I can tell you about this ridiculous hamster game.
#expect some incredibly technical articles on how everything was done just as soon as i've finished setting up the website for it#game development#computer games#vr games
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Hey sorry for dropping off the face of the earth hope this makes up for it (throws this to the surviving HLVRAI fanbase like breadcrumbs to pigeons)
#dr coomer hlvrai#gordon freeman hlvrai#tommy coolatta#dr bubby#benrey hlvrai#benrey#half life vr but the ai is self aware#hlvrai tommy#hlvrai coomer#hlvrai#UGH SO MANY DIFFERENT TAGS#anyways uh style changed#im not sorry this one is arguably better#OH YEAH I HAVENT SHOWN YOU GUYS#GORDON IS NO LONGER FAR AWQY#i love the tags#imagine rambling in the tumblr tagging system was like against the rules#like red crosses in video games are violations of the geneva convention#please add red crosses to your games video game developers itd be funny#and three bladed swords
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