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Oculus VR JAM 2012

2012 · Game jammer

VRAIJamEarly VR

Jam entry built on pre-release Oculus hardware — when VR still had motion sickness and hope in equal measure.

The story

Participating in the Oculus VR JAM in 2012 meant building for a headset that was still a development kit, an SDK that changed under you every few days, and a set of design conventions no-one had invented yet. This was VR before it became a marketing category — and the constraints forced a kind of design honesty that later high-polish VR titles sometimes lost.

Technical highlights

  • Early-VR spatial design when there was no established vocabulary.
  • AI driven gameplay elements that had to work within the headset’s motion envelope.
  • Rapid jam-format execution under pre-release hardware constraints.

Outcome

Submitted. The VR jam era taught me that hardware constraints push design faster than design briefs do.