Sponsored By

The secrets of Oculus Rift's design: 'If it seems broken,' it's broken

"“It should be easier to use a Rift than to make an email address. People are willing to deal with a download or a progress bar; what they mind is when there’s a problem they can’t figure out."

Christian Nutt, Contributor

March 28, 2016

1 Min Read
Game Developer logo in a gray background | Game Developer

“It should be easier to use a Rift than to make an email address. People are willing to deal with a download or a progress bar; what they mind is when there’s a problem they can’t figure out. If our process is such that our product seems broken, then our product is basically broken.”

- Oculus VR founder Palmer Luckey

As the Rift launches, Wired brings us a new article that takes a close look at the challenges faced by Oculus VR in turning the idea into a consumer device that people might actually want to use. 

As you can imagine, it's a complicated process. On top of the basic technical challenges, there are also the difficulties of doing something very new: Creating a consumer-friendly VR headset.

The article is worth a read if you'd like an inisght into Oculus' play for the market with the Rift -- and how it all came together. 

Daily news, dev blogs, and stories from Game Developer straight to your inbox

You May Also Like