Hello DN Community! This is more of a request than anything - does anyone have any information or articles relating to designing for VR? I'm looking for template specs and setting up a Sketch / Photoshop document ready for VR display. What things do you need to be mindful of when designing for VR? I know I'm probably going into this a little blind-sighted, but any help, tips or articles from anyone would be appreciated - thanks!
Theres loooads of articles on DN already about designing for VR, I don't blame you if you couldn't find them though 'cause search on this site is really painful.
Here is a few articles i found from googling:
Framer also supports VR http://blog.framerjs.com/posts/design-virtual-reality.html
Lovely job, thanks for the digging Dave!
If anyone finds teamtreehouse.com's tutorials to be helpful just yesterday they released a VR in Unity course.
The company I work for has written a handful of articles about designing for VR and strategizing for these types of things. Let me know if they're helpful for you.
I was asking myself same question exactly 3 weeks ago. And by the end of the process I decided to lear more about VR here is what I have found out.
I have been reading few articles and watching few videos, but you still need to actually jump in and swim (few articles below).
I endup creating simple wireframes of the flow in the sketch (3900PX x 1440PX), once those have been verified I designed actual components (PNG assets). And then I started wondering whats next? I have been exploring different options how to make this real (FrameJS, Unity3D etc).
Unity 3D + Cardboard
I endup creating https://twitter.com/0therPlanet/status/765241217546350592 Unity companions and using google cardboard to test it out (it’s cheapest way to do it) but it actually works. Since you can feel the depth of the UI adjust distances, and layouts.
You can’t really only design VR experience in the sketch (even tho that you can setup the flows). But you really need to build actually prototype and test it as much as you can. Since we are talking about 3D design here.
These have been my early, steps and I hope that this might be helpful for your good luck.
I believe this should be helpful http://www.uxofvr.com
Oh this is super cool thanks!
Great resource - thanks Andrius!
was literally about to ask the same thing Ed. Some good lookin' resources here.
I'd second the checking out the journey that Kickpush is on right now. They have some Sketch templates that you can download off of this Dribbble shot: https://dribbble.com/shots/2724399-Virtual-reality-interfaces-GUI-Canvas Its a great way to get your toes in the water to play- they've done the work of defining 'comfortable' areas of viewing based on degrees of view. You can also download GoPro's VR Viewer (free) for a quick and dirty way of previewing these on device: http://www.kolor.com/gopro-vr-player/ From there its not too difficult of a process to get these running on a basic Google Cardboard viewer for a good approximation.
Lots of room for tooling innovation in this space. Its going to be an exciting one to watch in the coming months/years. :)
I think it's going to be hard to design for VR in a 2D-centric app like sketch. That being said, it's the tool I have right now so I'm working with it.
Check out this plugin for a really rough VR experience from Sketch: https://github.com/auxdesigner/Sketch-to-VR