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Oculus VR JAM 2012
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.