My deep dive will be focused on level design in VR to use the opportunity given by my co-op placement while improving general level design as well.
Jesse schell, 2015, Making great vr: six lessons learned from I expect you to die, Gamasutra, http://www.gamasutra.com/blogs/JesseSchell/20150626/247113/Making_Great_VR_Six_Lessons_Learn ed_From_I_Expect_You_To_Die.php
Short description: The writer in this article talks about his experience with vr using his recent game “I expect you to die” as an example and gives tips in detail about several things that should be kept in mind while working on vr that relate to the design of the game.
Chris Baker, 2016, Lessons of vr level design learned from I expect you to die, Gamasutra, http://www.gamasutra.com/view/news/268046/Lessons_of_VR_level_design_learned_from_I_Expect_ You_To_Die.php
Similar to the last article, this one is also focused on the game “I expect you to die”, however this one is about a year later taken from a presentation Jesse Schell made. In this one a few more tips are introduced and something new is brought up.. Jesse Schell talks about his success in prototyping by switching from white boxing to brown boxing.
Lee Perry, What level designers bring to vr, GDC Vault, http://www.gdcvault.com/play/1023144/LevelDesign-Workshop-What-Level
Only his slide notes are here, trying to find the video
Geoffrey.D, GDC 2016-what level designers bring to vr, Intel, https://software.intel.com/enus/blogs/2016/03/25/gdc-2016-what-level-designers-bring-to-vr
Pairs with the previous link, giving a bit more details about lee Perry’s talk
Phillippe Dionne, How can we prevent vr sickness with level design, 2015, fatedblog, https://fatedblog.com/2015/07/28/how-can-we-prevent-vr-sickness-with-level-design/