Business Case

Ubisoft Montpellier.

Ubisoft is a French developer and publisher of AAAA games such as Rayman, Prince of Persia and Assassin’s Creed. The company owns various studios worldwide including Ubisoft Montpellier which edited Space Junkies, a VR arcade shooter natively compatible with the 3dRudder foot-powered motion controller.

About...

Ubisoft Montpellier

French developer and publisher of Space Junkies

https://www.ubisoft.com/

Ubisoft is a French developer and publisher of AAAA games such as Rayman, Prince of Persia and Assassin’s Creed. The company, founded in 1986 by the five brothers Guillemot, creates games and experiences for all platforms via its numerous studios worldwide.

Among them, Ubisoft Montpellier was the one to edit Space Junkies, a VR arcade shooter now compatible with the 3dRudder foot motion controller. Adrian Lacey, Producer, tells us more about why he integrated the device.

The Project

We can define Space Junkies as a jetpack fulled multiplayer shooter in Micro Gravity. Our team was very excited about exploring virtual reality for the first time. It was an ambitious first shot and I think virtual reality adds a new dimension in the way people interact in the virtual worlds.

At first, we started with quite a small team of developers and worked together on different prototypes. From one draft to another, our development process led us to this final version: a multiplayer shooter. It took us approximately three years before we released the game.

It was a challenge for us, we wanted to explore the amazing possibilities that VR offers such as how to make people fly around in the air or how to make full use of the PS Move Controllers. That's why it came to our mind to add various weapons and this shield.




Usually, our developers and visual artists work on a flat screen, but VR is more like a spherical space. That's why we had to develop our own VR editor to ease the work of our team. We also spent a lot of time working on making the moves quicker and more fluid: we wanted to create something a bit jumpy or edgy.

Another thing is that we refused to use transportation in the game as we believe that our games are made to be explored. When you are teleporting while flying, you loose that sort of fantasy. One of the big questions we had was how we were going to deal with locomotion.

VR is surely going to evolve in the coming years. Nowadays, we live in a three dimensional world. Yet, everything we consume in terms of entertainment, from books to TV films and games, are in two dimensions. Virtual reality lets you interact and fully immerse yourself in 3D worlds, it's an amazing feeling.

These social and physical interactions will continue to evolve. Unfortunately I am not allowed to say more about Ubisoft’s future projects, but we will definitely continue to explore VR.

The 3dRudder adds a new way for people to interact in VR

Our first contact with the 3dRudder team was in Montpellier. Our studio was close to theirs and I remember they came to give us a demo. It was maybe one year ago.

We decided to integrate the 3dRudder into our VR experience because it added new possibilities in terms of navigation and interaction in virtual reality, as well as in our spherical battle spaces.

I believe that the 3dRudder adds a new way for people to interact in VR, it adds some interesting features to the gameplay as well as to the user experience.


Integration

The 3dRudder team was very accommodating and helpful during the process of integration, they came for a couple hours and it was done. What we appreciate is that the motion controller is user friendly and most importantly development friendly!