

What we spend a lot of time doing is running the device and then working backward. You have to take into account the power requirements of common techniques, like visual effects. GW: Can you talk about the challenges of porting it from the Rift to the Quest?ĭavis: The Quest is based on a mobile chipset, so when you compare it to a desktop GPU, there’s an order of magnitude less of raw power that you’re dealing with. We were able to preserve the core gameplay that makes Robo Recall so fun, and we had a good time figuring out just what the hardware is capable of, and still maximizing the visual fidelity and what you can squeeze out of it. We ended up on that project for about five-and-a-half months. How do we make this happen?”Īnd my friend was like, “How about Drifter?” Because obviously, we had that relationship with Epic. “Hey, Robo Recall is one of people’s favorite games to play on the Rift. To come back around, last summer, Epic Games and Oculus were having a conversation. A lot of the work we did was in partnership with Oculus back in the day, like on Bullet Train. One of my responsibilities was shepherding all the early VR incubation efforts. Before we started Drifter, my last job was as the general manager on Unreal Engine 4 at Epic Games. GW: How did you guys end up working on the Robo Recall port?ĭavis: It’s actually an interesting story. Once you dive into that, you think, “Man, I don’t know if I could ever make a game that isn’t virtual reality at this point.” Robo Recall, as seen on the Oculus Quest. VR gives us so many more tools to accomplish that. How are we going to work around that, and what other new things can we find inside of virtual reality?įor me personally, one of the things I really love about making VR games is taking away the plastic controller in your hands, taking away that you’re looking at a screen in front of you, so that players are totally immersed and lost in the experience.

There are a lot of things in game development that you’ve understood for many years, that we’ve gotten really good at, and when it comes to VR, all kinds of things are different, like, “Hey, developers no longer have control of the camera.” That’s such a powerful tool for building experiences. The company raised a $2.25 million seed round in 2016 from investors including Initialized Capital, Presence Capital, The VR Fund, Pathbreaker Ventures, and Anorak Ventures.įor us, I think all the excitement was around virtual reality being sort of the last frontier. Their projects include 2017’s award-winning Gunheart and last year’s Rise of the Gunters, a VR shooter made as a tie-in product for Steven Spielberg’s Ready Player One. Recall, one of the top VR shooters of 2017, is being brought to the Quest by Seattle’s Drifter VR.ĭrifter VR is a small team of video game industry veterans, including CEO Ray Davis, who worked on the first two Gears of War games as their lead programmer. In London on Tuesday morning, journalists got their first chance to go hands-on with many of the debut titles for the Oculus Quest, including a ported version of Epic Games’s Robo Recall. It’s planned for release in spring of this year. Like the Oculus Go, it’s a standalone product unlike the Go, the Quest is specifically designed for a gaming audience, combining the Go’s portability with enough onboard horsepower to run games from the Oculus Rift’s library of titles.
ROBO RECALL UNPLUGGED PORTABLE
(Oculus Images)Ī big story in the virtual reality market is the upcoming Oculus Quest, an all-in-one portable headset that lets users enjoy VR games without requiring a wired connection to another device. Official key art for the Oculus Quest edition of Epic’s Robo Recall.
