You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


The Number One Educational Resource for the Game Industry

Session Name: Until You Fall: Building Satisfying VR Combat on a Budget Part 2
Speaker(s): Dave Bennett, Patrick Jalbert
Company Name(s): Schell Games, Schell Games
Track / Format: Production & Team Management

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

Overview: Until You Fall is a VR melee action game that doubles down on the concept of juicy, over-the-top combat in the form of hitting monsters with swords and crushing gems to absorb their power.Because the game was built by a small team during a relatively short development cycle it was important to make tough calls about which interactions were truly central to making an awesome sword fighting game, and which interactions could be cut without compromising the sense of presence in VR.Intended as a companion piece to their first talk uploaded earlier this year, Dave Bennett (Project Director) and Patrick Jalbert (Design Director) talk through where the Until You Fall team focused their efforts during development, giving examples of how specific features ended up working (or in some cases, didn't work as expected).

GDC Summer 2020

Dave Bennett

Schell Games

Patrick Jalbert

Schell Games

free content

Production & Team Management