Triangular Pixels are an award-winning games studio based in Bude. They specialise in developing virtual reality (VR) and augmented reality (AR) games, as well as creating tools which offer solutions to developers and can create a revenue through licensing.
The business approached ATI2 with a project that aimed to make VR/AR characters more reactive and realistic, something which would enhance the gaming experience for the user.
Katie Goode, Creative Director at Triangular Pixels, explains the problem “to push, hug and interact with characters in immersive media – developers have always had to use large ‘collision’ boxes. For traditional games, that’s been a fair estimation but for VR, AR and much more immersive games and media, you need to be much more accurate as users can move their hands anywhere and push in any way possible.”
The current and basic ‘collision’ boxes used by developers in the VR/AR gaming industry often appear like a “forcefield” with a wide berth around the character said Katie, whilst she spoke about her innovation project at ATI2’s Celebrating Innovation event.
The result? The character within the game reacts as soon as a user comes into contact with the forcefield, as opposed to the character, and creates an unrealistic and unnatural experience – the opposite of what you’re trying to create within a virtual reality world.