分類彙整: 人物專訪

VR NEWS TODAY 專訪| LemmoLab 創辦人 Dmytro 與 Anastasiia:在有限資源下打造完整且具挑戰性的 VR 體驗

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隨著新作正式推出,VR NEWS TODAY 特別專訪來自烏克蘭的獨立 VR 開發團隊 LemmoLab,與創辦人 Dmytro 及 Anastasiia 深入對談,探討他們如何在僅由兩人組成、資源極為有限的條件下,完成一款結構完整、節奏明確,並高度聚焦心理體驗的 VR 作品 Void Jump VR

本次訪談中,創辦人分享了作品從最初構想到正式成形的過程,以及他們對 VR 節奏控制、關卡設計取捨與玩家心理反應的實際觀察。

Could you briefly introduce yourself or your team, and your role in the development of Void Jump VR?
My team consists of two people (me and my girlfriend). I led the technical development and conceptualized the core idea for Void Jump VR, while my girlfriend handled all artistic aspects of the game. Together, we collaborated closely to bring the vision to life.

What originally inspired the creation of Void Jump VR, and how did this project first take shape?Initially, I set out to create a simple game for children, but I soon realized the concept could appeal to players of all ages. As the project evolved, I introduced additional mechanics (such as a cube that allows players to check whether the next platform is safe) and designed more engaging worlds and levels. This iterative process helped the game grow into a richer and more immersive experience.

Void Jump VR is built around a very simple mechanic – jumping – yet it creates strong psychological pressure. What was the core concept or vision behind this design choice?
The idea behind Void Jump VR was to take a simple action – jumping – and make the player feel scared. In the absence of enemies, the tension comes from the player’s own perception.

During development, did you intentionally prioritize psychological experience over mechanical complexity? Why was this balance important to you?
It was important to maintain balance. Keeping the systems simple ensured that nothing distracted from the fear, tension and immersion – that balance was important, because the player’s own mind becomes the main “enemy,” which is far more impactful than external challenges.


From a design perspective, why did you choose “jumping” as the sole core interaction rather than adding additional mechanics or systems?
From a design perspective, jumping was chosen as the sole core interaction because it’s universally understood and physically intuitive in VR. Adding extra mechanics would dilute the tension and shift focus away from the psychological response to height and risk. By keeping the interaction extremely simple, players stay fully immersed in the environment and their own reaction to it – which is exactly where the core experience lives.

VR is particularly effective at conveying height and spatial awareness. How did VR technology influence the way you designed fear, hesitation, and distance in Void Jump VR?
VR naturally conveys height, scale, and depth, I learned physical cues: looking down a long drop, estimating the distance of a platform, or feeling your body tense before a jump. This let me design challenges around distance and perception rather than complicated game systems.

The game avoids traditional horror elements such as monsters or jump scares. Was this a deliberate decision to let fear emerge purely from space and consequence?
Yes, that was deliberate. I wanted fear to come from scale, and jump rather than from monsters. Void Jump VR is about what happens inside the player’s own mind. When you remove scripted scares, the fear becomes more personal – it’s driven by your perception of height, risk, and the possibility of falling. That creates a quieter but more kind of tension.


What kinds of reactions from players left the strongest impression on your team during playtesting?
We liked that people were enjoying and feeling scared at the same time. Players freeze at the edge of a platform, lean their bodies forward to “check” the gap, or laugh nervously before jumping. Some players refused to jump. Those moments showed that the experience was bypassing logic and hitting their instincts. It was a strong confirmation that a simple mechanic could trigger real tension through VR alone.

What is your favorite VR or MR game, and what makes it special to you?
One of my favorite VR titles is Superhot VR. It takes a very simple core rule – time moves when you move – and transforms it into something that feels completely native to VR. What makes it special to me is how clean the design is: minimal inputs, minimal UI, but huge presence and tension. It proves that VR doesn’t need a dozen mechanics to feel deep – the right mechanic, used well, can carry the whole experience.

Could you share any upcoming features, new projects, or future plans – within what can be publicly revealed? Lastly, is there a message you’d like to leave with our readers?
All I can say for now is that it will be a military simulator. I’d like readers to know that Void Jump VR is really about embracing the simple joys and fears that VR can create. Sometimes, the most intense experiences come not from complicated systems or monsters, but from how your mind and body react to space and risk. I hope players take a moment to feel that tension, challenge themselves, and maybe even laugh at how something as simple as a jump can feel so big.

商店:https://store.steampowered.com/app/3911690/Void_Jump_VR

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MixRift 創辦人 Bobby Voicu:眼鏡+雲端串流,將成為 2026 年最被低估的 XR 突破

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當多數 XR 裝置仍試圖把運算能力塞進更小的硬體中,MixRift 執行長暨創辦人 Bobby Voicu 則認為,真正的轉折點來自雲端。根據他與《VR NEWS TODAY》分享的觀點,下一波 XR 將跳過「運算 puck」,走向以雲端串流為核心的智慧眼鏡時代。


根據 MixRift 執行長暨創辦人 Bobby Voicu 與 VR NEWS TODAY 分享的觀點,Bobby Voicu 認為,下一波 XR 發展將直接跳過「運算 puck」階段,邁向以雲端串流為核心的智慧眼鏡。在這樣的架構下,裝置本身的角色將更接近顯示終端,而非一台完整的運算設備。這樣的轉變不僅會影響遊戲體驗,也可能重新定義 XR 產業的商業模式,從硬體銷售逐步轉向訂閱制與雲端服務,並進一步縮小消費型科技與企業應用之間的落差。

Bobby Voicu 指出,當前 XR 產業仍高度聚焦於「將更多運算能力塞進更小的裝置」,但真正具顛覆性的變化,其實正在另一個方向快速成熟,雲端渲染與即時串流。隨著雲端基礎建設與串流技術的進步,高階內容已能在一般網路環境下,以極低延遲穩定運行。當完整的 PC 級遊戲與應用都能可靠地從雲端串流到手持裝置時,將混合實境的視覺疊加與互動式空間內容即時帶入超薄眼鏡中,也就不再只是概念展示,而是具備實際可行性的產品方向。

這樣的轉變,將徹底顛覆 XR 的硬體競賽邏輯。與其在眼鏡內追求更高密度的晶片、更大的電池與更複雜的散熱結構,下一波 XR 裝置可能會選擇回歸輕量化設計,專注於顯示品質、佩戴舒適度與續航效率。更低的發熱、更省電的特性,以及更具彈性的製造成本結構,反而更有機會推動 XR 進入真正的大眾市場。Bobby Voicu 認為,2026 年不會是本地運算全面被取代的一年,但很可能是以串流為優先思維的 XR 產品開始進入市場,並釋放產業策略轉向的重要時間點。

在內容創作層面,AI 的角色同樣正在快速擴大。未來一年,生成式 AI 在遊戲環境製作、敘事生成與 NPC 行為上的應用,預期將顯著加速。動態任務設計、即時回應的對話系統,以及可依玩家行為調整的環境敘事,正逐步成為提升沉浸感的重要工具,特別是在即時營運型(Live-service)的 XR 世界中,AI 能有效降低內容更新的門檻與成本。

不過,Bobby Voicu 也強調,對 AI 在 XR 領域的期待仍必須保持務實。現階段的大型語言模型,仍缺乏足夠關於頭顯操作、空間互動、手部追蹤與混合實境設計原則的訓練資料,使其難以在沒有大量人類介入的情況下,直接生成成熟、可靠的空間互動系統。與其取代 XR 設計師,AI 更適合扮演原型加速器與內容倍增器的角色,協助開發者更快測試與驗證想法,而真正定義體驗品質與邊界的,仍是人類對硬體與空間行為的理解。

這樣的技術環境,也進一步鞏固了獨立開發者在 XR 生態中的關鍵地位。Bobby Voicu 指出,認為 2026 年才是獨立開發者「開始主導」XR,其實忽略了一個事實,他們早已在主導。當今許多最具影響力的 XR 作品,往往來自小型團隊,這些團隊具備高度敏捷性,並能快速回應社群回饋。《Gorilla Tag》便是其中的代表案例,從單人開發起步,透過簡單直覺的機制與持續迭代,最終成為現象級 VR 作品。

此外,隨著智慧眼鏡逐漸朝向僅顯示或低運算能力的方向發展,XR 的使用情境也開始產生轉變。體驗不再是刻意進入某個「XR 模式」,而是以更輕量、環境式的方式融入日常生活。受限於電池續航與佩戴需求,2026 年最有機會成功的 XR 內容,可能並非長時間、重度的沉浸式遊戲,而是短時間、低強度的 MR 互動,例如遊戲化工具、輕娛樂、趣味疊加內容與地點式體驗。

在 Bobby Voicu 看來,智慧眼鏡推動 XR 普及的關鍵,不在於技術規格的堆疊或視覺震撼,而在於熟悉感。當混合實境不再需要被刻意學習,而是自然存在於日常行為之中,XR 才真正邁向下一個成長階段。


VR NEWS TODAY 編輯觀察

從 Bobby Voicu 的觀點可以看出,XR 的下一個關鍵轉折,或許不在於硬體效能的極限競賽,而在於運算位置的重新分配。當雲端逐步承接運算核心,裝置回歸顯示與互動介面,XR 也將更有機會走出「科技展示品」的階段,成為真正融入生活與工作的日常工具。

英文原文:

VR NEWS TODAY 專訪|JollyCo LLC 從 Match-3 到 Mixed Reality:JollyCo 如何把拼圖遊戲帶進你的房間

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JollyCo LLC 是一間專注於 VR 與 Mixed Reality 體驗的獨立工作室,致力於打造直覺、輕鬆且具創意的互動遊戲。目前團隊主力作品是 Jolly Match: First MR Match-3 Puzzles ,遊戲將經典 Match-3 拼圖玩法帶入混合實境,讓玩家能直接在自己的生活空間中進行互動。

團隊於 2023 年正式加入 Meta Quest 平台,並隨著手部追蹤與空間理解技術成熟,開始積極探索 MR 的可能性。對 JollyCo 而言,Mixed Reality 不只是技術展示,而是讓遊戲「自然存在於房間中」的關鍵。

在本次專訪中,JollyCo 分享了他們從傳統遊戲設計轉向 MR 開發的歷程、在不同實體空間中面臨的互動設計挑戰,以及他們對未來 VR/MR 發展的觀察。

VR NEWS TODAY 與 JollyCo LLC 的完整採訪 (原文)|中文圖卡在最下方

Could you introduce JollyCo LLC and share what products or projects you are currently developing or operating?
JollyCo is a passionate studio focused on creating joyful, accessible, and innovative interactive experiences for VR and mobile platforms. We’re currently operating Jolly Match: First MR Match-3 Puzzles, our free-to-play puzzle game for mixed reality, alongside several upcoming projects exploring the latest VR/MR features, different settings and mechanics for various audiences.

How did JollyCo first enter the VR/MR space? Was there a specific turning point or inspiration behind the decision?
Our entry into VR happened naturally – we’ve always been keen on following the latest technologies in gamedev, and when VR appeared among the trends of the gaming industry we shifted to it very quickly. The first VR title was released on Meta Quest back in 2023.

As for MR, the turning point came when we thought how naturally match-3 mechanics would be implemented in mixed reality with hand interactions. That inspired us to build a game where players could literally touch the game board and elements and see them come to life in their real space.

Could you share the main concept and development vision behind your latest project?
With Jolly Match 3 MR, we intended to merge classic match-3 mechanics and interaction in one’s own room. The vision was to create a cheerful “playground” experience – something intuitive enough for anyone to enjoy, but polished and dynamic enough to feel magical in MR.

What were the biggest challenges you faced during development — whether technical, artistic, or design-related — and how did you overcome them?
MR itself was the biggest challenge. Every room is different, so we had to design adaptive layouts, reliable spatial anchors, and responsive interaction systems that feel good in any environment. Artistically, keeping our characters expressive while optimizing performance was a balancing act. Prototyping, player testing, and a lot of iterations helped shape the final experience.

How do you plan your interaction design and control logic? What specific interaction details does your team prioritize?
We prioritize comfort, clarity, and flow. Interactions must feel natural even for first-time MR/VR users. We focus on precise hand tracking, readable gestures, and fast, reliable feedback so players always understand the result of their actions.

How did you establish the visual and audio direction for your product? What were your key inspirations?
We wanted the world to feel warm, colorful, and uplifting – something joyful, not overwhelming. Our inspirations ranged from classic animated films to cozy mobile puzzle games. Sound-wise, we leaned into playful effects and cheerful melodies that support the game’s pace without distracting from it.

What role does Mixed Reality (MR) play in your product, and do you plan to expand its features in the future?
MR is at the heart of the experience. It’s what makes the game feel alive in your home. Yes – we plan to expand MR with deeper spatial features and new mini-games in future updates.

Throughout your development journey, has there been a moment that particularly moved or inspired your team?
Watching families play together – especially parents and kids discovering MR for the first time – has been incredibly inspiring. Seeing players laugh and shout “It’s in my room!” reminded us why we built this in the first place.

How do you collect and analyze player feedback? In what ways has community input influenced your product’s direction?
We listen everywhere: Discord, Meta reviews, social media, in-game analytics and playtests. Community feedback directly shapes our updates – from adjusting difficulty and pacing to refining the UI and adding accessibility options.

What is your perspective on the future of VR/MR? Which emerging trends excite you the most?
We see VR/MR becoming more natural, accessible, and integrated into everyday play. The trends that excite us most are advanced hand-tracking, spatial understanding, and mixed-reality games that blend seamlessly with real environments. These innovations open the door to more intuitive, playful, and deeply immersive experiences.

What is your favorite VR or MR game, and what makes it special to you?
We love games that fully embrace spatial design – titles that make you move naturally and play with depth. Anything that transforms your room into something magical instantly earns my respect.

Could you share any upcoming features, new projects, or future plans — within what can be publicly revealed?
We’re working on new MR content, additional modes for Jolly Match 3 MR, and a few early prototypes exploring fresh ways to use spatial computing. While it’s too early for details, our focus remains on fun, comfort, and charm.

Lastly, is there a message you’d like to leave with our readers — VR players, the community, or other developers who follow your work?
Thank you for supporting small studios and embracing new ideas in VR/MR. Your excitement fuels ours, and we’re committed to bringing even more joy into your play space. Stay curious and keep having fun in MR!

META HORIZON 商店:https://www.meta.com/experiences/jolly-match-first-mr-match-3-puzzles/9978591555503079/


以下為編輯補充|活動與社群資訊

為迎接年末假期,《Jolly Match: First MR Match-3 Puzzles》同步於 Meta Store 推出季節性活動與優惠內容。即日起至 1 月 5 日,玩家可於 Meta Store 享有最高 45% 折扣的精選遊戲內禮包。同時,冬季活動「Saving Sweetmas」將持續至 1 月 18 日,帶來節慶挑戰與拉普蘭主題關卡。

中譯:

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VR NEWS TODAY 專訪|Zenelephant XR Studios:從 Kerala 到世界,用混合實境打造溫暖又有邏輯的遊戲體驗

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Zenelephant XR Studios 是由 Pranav 與 Yadhu 共同創立的一支獨立開發團隊。兩人自大學相識超過十年,始終對創作抱持強烈的熱情。隨著 Quest 問世,他們開始更深入投入 XR 領域,並最終成立工作室,致力於打造兼具想像力與互動性的 MR/VR 體驗。

他們的首款作品 GridTsugi 目前已在 Meta Quest Store 上架,並在全球 18 個國家獲得玩家喜愛。這款作品以清晰的邏輯、令人滿足的空間拼接機制,以及療癒感十足的手繪風格,逐步建立出團隊獨特的創作氛圍。

兩位創辦人回顧早期時期時表示,他們一直想做屬於自己的產品,也在原型製作的過程中逐漸找到共同方向。他們笑說,當時並沒有宏大的計畫,只是因為熱愛創作,在大學的四年間不斷嘗試、實驗,最後才逐漸看清自己真正想做的事情。當 VR 技術開始快速進化,他們看到全新的可能性,也毅然決然踏入 XR 領域,開始打造第一款真正屬於自己的混合實境遊戲。

《GridTsugi》的核心概念,是以「純邏輯」帶給玩家清晰而滿足的解謎體驗。雖然外觀看起來簡單,但每個關卡都藏著漸進式的邏輯推進,讓許多熱愛 puzzle 的玩家沉迷其中。團隊的理念是讓遊戲「對孩子友善、對大人有深度」,因此在設計時強調規則要清楚、節奏要舒適,並讓 MR 的體驗自然融入玩家的生活空間。他們也加入 ASMR 式的輕柔音效與三種不同主題風格,讓整體體驗既放鬆又沉浸。

儘管遊戲畫風溫暖可愛,但開發過程卻充滿挑戰。技術方面,《GridTsugi》的每個關卡都包含大量可互動的橋段與物件,尤其後期關卡的互動數量多到可能影響效能,如何在 Quest 的硬體限制下維持流暢,是他們費時最多的部分。在美術風格上,團隊原本考慮寫實風格,但最終改為全手繪的 toon 風格。他們說:「這代表每張材質都得手動繪製。」雖然耗時,但也讓遊戲建立起最獨特的視覺語言。

由於遊戲發生在玩家的「真實房間中」,空間設計需要格外精準。橋段的距離、角度與動線都必須仔細調整,才能同時適應不同家庭空間並維持解謎的邏輯性。這些細節需要大量測試與反覆修改,也成為開發過程中不可缺少的重要一環。

在視覺與聲音的呈現上,團隊希望打造一款「舒服、自然、沉浸」的 MR 體驗。他們採用強烈但柔和的色彩、細緻的手繪質感與適合 Quest 裝置的 toon-shaded 效果,使畫面乾淨又溫柔。聲音方面,以 ASMR 式的觸感音效、輕盈的背景音樂、層次豐富的環境音為基礎,再搭配細緻的互動聲響,讓玩家在遊玩時可以真正放鬆。

Pranav 與 Yadhu 都來自印度 Kerala 北部的 Kasaragod 與 Kannur,那裡以多元文化與平靜的生活節奏聞名。他們也在 Kochi 度過四年求學時光,而那段期間接觸到來自不同背景的同學,使兩人逐漸建立起對「文化共存」與「包容」的深刻理解。他們說:「那裡讓我們明白什麼叫真正的包容,也學會如何在多元文化中創作。」這段經歷讓他們在《GridTsugi》的設計上更重視視覺敘事,而非依賴大量文字,希望世界各地的玩家都能輕鬆理解,不受語言限制。

作為小型獨立團隊,他們非常依賴玩家社群。Reddit、Instagram、Discord 上的回饋,以及 Meta Store 的評論,都是他們調整遊戲的重要依據。他們坦言,這些來自真實玩家的意見是最能推動作品進步的力量,也讓他們能在有限資源下持續找到最佳方向。

談及最讓人動容的瞬間,兩位創辦人提到早期申請 Buildspace 的那段時光。當時他們只有一些非常初期、甚至稍微有些隨意的測試片段,但最近回頭看這些影片時,他們才真正意識到自己從那時走到了多遠。他們也特別感謝家人與好友在創作過程中的支持,不催促、不反對,默默支持他們完成看似冒險的夢想。

他們認為未來的 XR 敘事方式將逐漸從線性轉向「沉浸式」,玩家將不再只是觀看故事,而是「走進故事」。混合實境能讓虛擬內容自然融入真實空間,使互動更貼近情感;而 AI 的加入則能加速世界生成、強化 NPC 邏輯,甚至讓小團隊也能打造大型而動態的世界。不過他們也強調,再強大的 AI 仍然無法取代創作中最重要的人性、文化與情感。

在遊戲啟發方面,他們提到許多深受喜愛的 VR/MR 作品:

最後,他們認為 XR 正迎來關鍵轉折點。混合實境能讓玩家更自然地進入虛擬世界,而硬體未來也將變得更輕、更舒適、更貼近平常生活。一旦這些門檻被突破,VR/MR 的使用者將呈現爆發性成長。他們也留下這樣一句話給讀者:「繼續創造吧。硬體會持續進步,但真正讓世界前進的,是每個願意打造新體驗的創作者。」

META HORIZON 商店:https://www.meta.com/experiences/gridtsugi/24299528839684715/


VR NEWS TODAY 與 Pranav & Yadhu 的完整採訪:

Q1Could you please introduce yourself and Zenelephant XR Studios to our readers?
We are Pranav and Yadhu, we co-founded zenelephantXR Studios. Weʼre a passionate indie team focused on building playful, imaginative MR/VR experiences that blend real-world spaces with something special and unique. Our goal is simple: to create experiences that make people smile, move, and feel connected to their environment in new ways.
And now, weʼve released our first game on the Meta Quest Store GridTsugi, a cozy logical puzzle experience thatʼs already being played in 18 countries around the world.

Q2What inspired you to start working in the XR/VR field, and how did zenelephantXR Studios come to be?
We always wanted to build our own things. We studied in the same class in college and have known each other for over 10 years now, so creating something together felt natural. As we kept experimenting and building prototypes, we realized we had something special something we genuinely enjoyed doing, creatively and passionately. When the Oculus Quest 2 came out, we played a lot of VR games and were genuinely impressed by the possibilities, so we thought, why not make our own game

Q3Could you share the main concept and development vision behind your latest project?
We wanted to create a strong hook with logical, satisfying puzzles that appeal to puzzle lovers while keeping the gameplay simple at the start and gradually evolving into more complex, challenging levels. There arenʼt many pure logical puzzle games on the store right now, so we thought making one
The vision was to merge simple mechanics with puzzle rules that are easy enough for even kids to understand, while still offering depth for puzzle lovers. We wanted to create a clean, logical experience and blend all these elements into something warm, accessible, and exciting to play in mixed reality. We also focused on adding ASMR-like cozy vibes and introduced three different themes to create a playful and relaxing experience for players.

Q4What were the biggest challenges you faced during development whether technical, artistic, or design-related and how did you overcome them?
One of the biggest challenges we faced was on the technical side game looks simple but Every level has multiple interactive bridges, and at higher levels every bridge element is interactable. Managing so many interactive objects in a single scene while keeping performance smooth was a major challenge.
On the artistic side, we initially considered going with a normal, realistic color style. But later, we shifted completely to a toony, hand-painted look. This meant every texture had to be painted manually to match the cozy, playful vibe we wanted a lot more work, but incredibly rewarding.
From a design perspective, setting up each scene required extreme accuracy. The placement of bridges, puzzle flow, and spatial layouts all needed precise adjustments because the game happens inside peopleʼs real rooms. Designing levels that adapt well to different spaces while still staying fun and logical took many iterations.
We overcame all these challenges through constant play testing, refining our tools, optimizing interactions, and trusting our artistic direction. Over time, all these pieces came together to create the polished experience we envisioned

Q5How does your team approach visual and sound design to create immersive experiences in XR?
For GridTsugi, our visual and audio design approach leans heavily into atmosphere and comfort. On the audio side, we use ASMR-style cues and cozy background music when the theme calls for it. For warmer, more relaxed experiences, we layer in soft environmental sounds, gentle object interactions, and subtle ambient loops that feel satisfying and calming. The music is always tailored to the theme, and we try to add as much audio detail as possible without impacting performance.
Visually, we focus on strong color palettes, hand-painted textures, and stylized toon-shaded materials. Standalone XR devices like the Quest have limited performance budgets, but we push the hardware as far as we can to deliver appealing, high-quality visuals. Itʼs always a balance: clarity, style, and performance all need to work together. Our goal is for the visuals and audio to support each other seamlessly, creating an experience that feels immersive without compromise.

Q6As your projects reach players from around the world, how do you balance global accessibility with local cultural identity?
We approach this with the philosophy of ‘Kerala to the world.ʼ We were both born and raised in the northern districts of Kerala ( Kasaragod and Kannur ) regions known for their serene backwaters, cultural diversity, and a rhythm of life where many beliefs and traditions coexist in harmony. Growing up in a place that canʼt be neatly categorized has shaped our identity.
Our journey continued in Kochi, where we spent four formative years studying at Cochin University. Being surrounded by a diverse campus environment with students from many different backgrounds gave us a broader worldview. Kochi helped us grow as individuals, sharpen our creative sensibilities, and understand what it means to build something meaningful. That period made us more mature human beings and strengthened our belief that we can produce high-quality products from our local roots.
We reduce language barriers through visual storytelling, expressive animations, and environmental cues rather than heavy text, and we support this with thoughtful language localization so players across regions feel included. We hold ourselves to international production quality while staying proudly grounded in the culture that shaped us the place many call Godʼs Own Country.

Q7:How do you usually gather and respond to player feedback after release?
As a small team, we rely heavily on community feedback shared through social media, and online discussions. Platforms like Reddit, Instagram, and Discord give us raw, honest insights into player frustrations, feature requests, and unexpected usability issues. For our earlier projects, we didnʼt have a large playtesting pool before launch, so real-world player feedback became extremely valuable in shaping our post-release updates. We also pay close attention to store reviews after launch, as they clearly highlight what players love, what confuses them, and what needs immediate improvement

Q8What has been the most memorable or touching moment for you during this projectʼs development?
One of the most touching moments for us was when we applied to Buildspace and had to upload a few early, random videos of our project. At the time, we just needed to show something anything that represented the idea we were working on. But when we recently looked back at those videos, it hit us how far weʼve come.
Another deeply meaningful part of this journey has been the support from our close friends and family. They stood behind us throughout the entire process encouraging us, believing in us, and giving us the space to build at our own pace. Even though we were taking a risk and working without guarantees, they never pressured us or pushed us to choose a safer path. Their quiet confidence in us every small step feel worth it.

Q9What are your thoughts on the future of XR/VR gaming and storytelling?
torytelling in XR will evolve beyond linear narratives. Instead of watching a story unfold, players will live inside it, shaping the world through their presence, gestures, and choices. Even small interactions like picking up an object, looking at a character, or engaging with elements in their own room will carry narrative meaning and emotional weight.
We also see mixed reality becoming a major part of this future. Players wonʼt always want to step away from their surroundings; instead, virtual stories and mechanics will blend naturally into real spaces, creating cozy, personal, and deeply emotional experiences not just large scale action games.
AI-assisted creation will accelerate this shift by enabling dynamic worlds, smarter NPCs, and faster development for small teams like ours. But even with advanced AI, human creativity culture, emotion, humor, and authenticity will remain at the heart of meaningful storytelling.
Looking ahead, XR gives people bring them to a global audience through devices that feel as natural to wear as everyday eyewear.

Q10What is your favorite VR or MR game, and what makes it special to you?
Some of our favorite VR/MR games are Walkabout Mini Golf, because itʼs genuinely fun to play mini-golf and itʼs one of the best ways to hang out with friends virtually. Even if everyone is in the same room, it still feels like a cozy spot to chill, talk, or even hold mini team meetings.
We also love I Am Cat, where playing as a tiny kitten brings a playful, chaotic energy that always makes us smile. A Fishermanʼs Tale stands out for its clever, perspective-based puzzles and unique storytelling.
Half-Life: Alyx remains unmatched in immersion, with incredible world-building and interactions that set the benchmark for what VR can be. Red Matter 1 and 2 really impressed us with their technical achievement pulling off such high-quality, atmospheric visuals and polished sci-fi puzzle design on Quest 2 and 3 is nothing short of remarkable.
And finally, Wall Town Wonders showcases the true potential of mixed reality bringing playful mechanics directly into the living room in a way that feels natural, interactive, and genuinely fun.

Q10 Finally, what message would you like to share with our readers and VR enthusiasts around the world?
Weʼre at a real tipping point for immersive tech. Recent studies show that mixed reality can significantly reduce motion sickness and help people transition more comfortably into full VR. Mainstream adoption might first come through XR and AI hardware built for specific use cases, but the real inflection point will arrive when form factor and comfort are fully addressed. And they will be, these hardware challenges will be tackled as the industry moves forward. Once those barriers fall, we expect a tremendous, potentially exponential rise in users entering the VR space.
To creators, enthusiasts, and studios: keep building. Hardware can only shine when great software leads the way, and the best part of this transition is still ahead of us.

META HORIZON 商店:https://www.meta.com/experiences/gridtsugi/24299528839684715/

中譯:

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VR NEWS TODAY 專訪|WEWE Studio 創辦人 Ken Lin 談《Brick Smash VR》與獨立開發之路

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在 VR/MR 遊戲快速發展的市場中,來自台灣的一人工作室 WEWE Studio 成功推出了 Brick Smash VR (磚塊大作戰 VR) ,並於 Meta Quest 平台上獲得玩家高度評價。VR NEWS TODAY 近日專訪了工作室創辦人 Ken,了解他如何從經典街機靈感出發,將獨立開發的熱情帶入 VR 世界。

Ken 自述已有超過 30 年的遊戲熱情。學生時期,他曾獲得「智冠金磁片獎」,並在知名遊戲公司「Softstar Entertainment, Inc.」擔任程式設計師。他笑稱,雖然過去已參與過超過十款遊戲開發,但第一次踏入 VR 領域依舊挑戰重重。他說:「獨立開發遊戲很熱血,VR 更是只有親身體驗才能感受不同世界的魅力。」

談及為何選擇「打磚塊」作為題材,Ken 表示經典玩法的優勢在於簡單直覺。「經典不敗,玩家一看就會玩,而且百玩不膩。」在 VR 平台中,控制器的自然操作方式與打磚塊的核心機制高度契合,讓這款經典遊戲在虛擬環境中煥然一 新。

為增加新鮮感,《Brick Smash VR》還加入了 MR 模式。玩家能在現實的牆壁上看到磚塊場景,形成虛實融合的互動。他指出,MR 的魅力在於「虛擬世界與現實世界並存,體驗很特別」。

在開發過程中,Ken 最大的挑戰來自 VR 設計的陌生感。他透過大量體驗其他 VR 遊戲來學習如何避免不良設計造成的暈眩問題。他笑稱:「體驗過 VR 暈的人就知道,那種不適感會讓人食不下嚥。」作為獨立開發者,他也需要在程式、美術、音樂與行銷之間找到平衡,通常透過購買素材進行二次加工來彌補不足。

自遊戲上架以來,《Brick Smash VR》獲得了幾乎滿分的商店評價。玩家稱讚畫面清晰、細節到位,並認為遊戲的 100 個關卡加上生存模式、限時模式等設計讓耐玩度極高。Ken 分享了一位玩家的故事:「有玩家為了拿到每關第一名,重複玩了無數次,單純就是想要挑戰世界排名第一,這讓我很感動。」

對於未來計畫,Ken 表示考慮在遊戲中加入更多新模式,例如多場地同時出現,或同時操作多個板子,讓玩法更具挑戰性。他也透露下一款遊戲可能是益智類型,但仍在探索中。

談到願景,Ken 坦言獨立開發雖然辛苦,但因為能完全掌控方向而感到滿足。他希望能持續將經典玩法帶入 VR/MR,創造差異化的作品。「一人獨立開發很累,但把想法變成遊戲,讓玩家獲得樂趣,這種成就感難以言喻。」

Q1:可以先介紹一下自己,以及為什麼會選擇獨立開發 VR/MR 遊戲?
我是 Ken,一名熱愛遊戲超過 30 年的工程師。學生時期,我曾獲得「智冠金磁片獎」,之後也曾在台灣知名遊戲公司「大宇資訊」擔任程式設計師,目前仍在遊戲產業工作。我認為能獨立開發遊戲是一件非常熱血的事。過去曾製作多款手機遊戲,而我一直覺得 VR 是一個潛力無限的市場。自己也非常熱衷於 VR,特別是模擬飛行遊戲,因為只有 VR 才能帶來真正的臨場感,是完全不同的虛擬世界體驗。

Q2:為什麼會選擇「Brick Smash VR」這樣的經典街機玩法來做 VR/MR 化?
經典不敗!經典遊戲最大的優點就是玩法簡單,不需要額外教學,玩家只要看一眼就能上手,而且這類遊戲往往讓人百玩不厭。

Q3:《Brick Smash VR》如何在 VR 中還原並進一步提升傳統打磚塊的體驗?
打磚塊最關鍵的就是「板子的控制」。VR 控制器的設計本身就非常符合人體工學,玩家只需左右移動手把,就能自然地控制板子。這樣的操作方式直覺又簡單,幾乎不需要額外學習。

Q4:MR 模式的設計靈感從哪裡來?您覺得 VR 與 MR 兩種玩法的差異在哪裡?
我覺得 MR 很有趣。它能讓你在虛擬場景中遊玩時,仍然看到現實世界。《Brick Smash VR》打開 MR 模式後,遊戲場景會直接出現在家裡的牆壁上,虛擬與現實融合,這樣的體驗讓遊戲更有意思。

Q5:在開發過程中,您遇到過哪些最大的困難或挑戰?
最大的挑戰就是 VR 世界的製作。雖然我已經參與過十多款遊戲開發,但這是我第一次嘗試 VR 遊戲。VR 的設計邏輯與體驗完全不同,是一個全新的挑戰。

Q6:您是怎麼克服這些困難的?有沒有難忘的經歷?
我認為最好的方式就是親自去體驗各種 VR 遊戲,學習它們的優缺點。有些設計不好會造成嚴重的 VR 暈,讓人食不下嚥。雖然那是痛苦的經驗,但也讓我清楚知道該如何避免這些錯誤設計。

Q7:作為一人工作室,您如何在程式、美術、關卡設計和行銷推廣之間找到平衡?
我本身是程式設計師,美術和音樂並不是專長,所以會購買素材、特效與音效再進行二次加工,讓遊戲更完整。至於行銷推廣,則是遊戲完成後才開始進行,這部分我過去有過經驗,所以相對能順利處理。

Q8:遊戲上架 Meta Quest 後,玩家給予了哪些回饋?有沒有讓您印象深刻的故事?
《Brick Smash VR》在商店的評價幾乎是滿分,玩家普遍認為遊戲畫面清晰、細節到位,耐玩度很高。遊戲共有 100 個關卡,每個關卡都有排名系統,另外還有生存模式、限時模式,以及像雷射槍這樣的特殊道具,讓玩法更豐富。有一位玩家告訴我,他為了挑戰每一關的第一名,重複玩了無數次,只是單純想拿到世界排名第一,這讓我非常感動。

Q9:您認為復古街機玩法結合 VR/MR,最吸引玩家的地方是什麼?
我認為吸引力就在於「入門門檻低」。玩家不用花時間學規則,就能立即遊玩。而當熟悉的經典遊戲以 VR 的形式呈現時,那種熟悉與新鮮感的結合,會讓人覺得很有趣。

Q10:在推廣或與玩家互動時,有遇到過特別具有挑戰性的事情嗎?
最大的挑戰仍在於「創新」。玩家會給我很多建議,但我必須挑選最可行、最適合的去實現。例如雷射槍的建議,或是增加不規則場地、類似彈珠台的彈跳元素,這些都需要投入大量心力與時間去實現。

Q11:您是否考慮在《Brick Smash VR》中加入更多新模式?或者已經著手準備下一款遊戲?
我有考慮新增更多模式,例如同時在畫面中出現兩個或三個場地,玩家必須透過傳送門將球送到另一個場景,甚至同時操作四、五個板子。這些都是比較瘋狂的想法。至於下一款遊戲,目前還在計劃中,可能會挑戰益智類型,例如「電流急急棒」。這類遊戲很適合 VR,但過去類似的作品銷售並不理想,所以我仍在評估中。

Q12:未來會嘗試更多不同類型的遊戲嗎?會不會將其他經典玩法帶入 VR/MR?
目前市面上射擊、殭屍類的 VR 遊戲太多了,我希望能嘗試更多不同類型,特別是將經典玩法重新帶入 VR/MR,做出差異化的體驗,而不是單純的打打殺殺。

Q13:作為一人獨立開發者,您對 WEWE Studio 的長期願景是什麼?
獨立開發雖然辛苦,但我能完全掌控遊戲方向與內容,這讓我很有成就感。我希望能持續將自己的想法轉化為遊戲,帶給玩家樂趣,繼續製作好玩的 VR/MR 遊戲。請大家支持 《Brick Smash VR》,這是一款我用心製作的遊戲。

META HORIZON 商店:https://www.meta.com/experiences/brick-smash-vr/24099323632999609

VR NEWS TODAY專訪|MixRift CEO Bobby Voicu Meta Connect 前夕的 MR 革命思考

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在 9 月 17 日即將揭幕的 Meta Connect 前,VR NEWS TODAY 訪問了快速成長的混合實境(MR)遊戲工作室 MixRift 的共同創辦人暨執行長 Bobby Voicu

MixRift 近期宣布前 Meta 副總裁 Ingrid Cotoros 加入董事會,她曾參與 Quest 3、Ray-Ban Meta 智慧眼鏡與 Orion AR 等計畫,象徵硬體到應用的跨界合作正加速成形。此外,MixRift 在 2024 年 8 月成功完成的 pre-seed 融資,僅用七週即募得 160 萬美元,並已陸續在 Meta QuestApple Vision Pro 推出遊戲作品。

對 Bobby 而言,2025 並不是 XR 技術單純的「延續」或「改良」的一年,而是整個產業邁向 臨界點(tipping point) 的時刻,隨著智慧眼鏡逐步進入日常生活,MR 的真正革命才會啟動。

Bobby 指出,過去十年 MR 發展最大的難題在於「硬體」與「生活」之間的落差。傳統 MR/AR 裝置體積龐大、價格高昂,且使用情境受限,即便能帶來沉浸式體驗,也難以真正普及。

不過,隨著 Ray-Ban Meta 智慧眼鏡 等輕量化產品的推出,情勢開始改變。這類裝置不再只是「展示科技」,而是逐漸融入日常的穿戴工具。他強調:「當人們戴上一副眼鏡時,不再覺得自己是『科技玩家』,而是自然地把它當作生活的一部分,這才是主流化的開始。」

對產業而言,智慧眼鏡結合了頭顯的功能與時尚外型,將是 MR 普及的臨界點,也意味著產業將從「專業應用」邁向「日常應用」。

Bobby 認為,除了硬體演進之外,「使用者回饋」才是推動 MR 採用的核心力量。過去的產業模式多由平台制定方向,但真正決定技術能否存活的,是使用者的體驗與接受度。「我們必須回到玩家與使用者的實際體驗。」他表示,「不管是遊戲的操作直覺,還是日常應用的便利性,這些才是推動普及的關鍵。」

MixRift 在開發過程中,把 玩家社群的回饋 放在早期設計階段,例如透過 Discord 直接與玩家互動,並根據需求快速調整功能與玩法。Bobby 強調,這樣的迭代模式,才是讓應用真正貼近市場需求的方式。

他認為,這象徵產業正在進入一個新階段:「我們正從硬體巨頭壟斷的時代,走向由敏捷工作室驅動的應用時代。」

根據研究,2023 年全球 XR 市場規模已達 1,839.6 億美元,並持續快速增長。對 Bobby 而言,這顯示產業已從「探索期」邁向「成長期」。
他總結道:「當智慧眼鏡被自然地融入生活,而不是被視為小眾科技產品時,MR 的真正革命才會展開。」
這場革命不僅是技術突破,更是一種生活方式的轉變,將重新定義我們的工作、娛樂與互動方式。

隨著 Meta Connect 2025 即將舉行,Bobby 的觀察提供了產業一個前瞻視角。智慧眼鏡的日常化、使用者回饋的力量,以及小型工作室的靈活創新,將是 MR 能否走向主流的三大核心要素。對 XR 產業的觀察者與開發者而言,這場對話不僅是技術討論,更是對未來生活方式的探索。

VR NEWS TODAY 與 Bobby Voicu 的完整採訪(原文):

Q.1 Smart glasses with headset capabilities are often seen as a tipping point for mainstream MR adoption. From your perspective, what are the biggest challenges and opportunities in making this technology truly consumer-ready?
The biggest challenge right now is processing power. XR Glasses can’t yet handle the kind of content people expect without relying on an external unit. In the short term, I see us moving into a phase where devices will act more like streaming units connected to a separate processing pack. It’s similar to the first versions of the Apple Watch – it didn’t run apps directly, it relied on the iPhone. MR glasses will likely need that kind of bridge stage before they become fully independent. In terms of opportunities, the potential is huge, but we’re not quite there yet.

Q.2 You’ve mentioned that user feedback can be a stronger driver of adoption than platform roadmaps. Can you share examples of how MixRift incorporates user feedback into development, and how that has shaped your games?
Today, platforms like Meta Quest already have enough users to support a small studio. Waiting for platforms to grow before building isn’t always the smartest strategy – the key is listening to the players who are already there. At MixRift, we talk directly to our community, like through direct communication or Discord channels. And, their feedback has impact – if they want features tweaked or content adjusted, we act on it quickly. That approach has shaped everything from gameplay mechanics to platform choices.

Q.3 MixRift develops across both Meta Quest and Apple Vision Pro. What are the most significant differences you’ve observed between these platforms, and how do they influence your design decisions?
The most obvious difference is input. Meta Quest relies primarily on controllers, whereas Vision Pro is built around hand-tracking. That changes the game mechanics completely. Meta also supports hand-tracking, but it’s not the main way players interact. The second point is scale. Vision Pro doesn’t yet have a large enough user base to be considered a viable platform for us in the same way Meta does. So we experiment there, but we focus on development where there’s already a strong community.

Q.4 With Ingrid Cotoros joining your board, MixRift brings in expertise from major XR hardware development. How do you see the relationship between nimble studios and large hardware companies evolving in the next few years?
Smaller studios move much faster, and that’s our advantage. Hardware platforms are in a constant state of flux, and big companies move at their own pace based on their own roadmaps and data. We can’t influence that, but we can adapt quickly when changes happen. That’s where the relationship lies – hardware giants set the direction, and studios like us find creative ways to make the most of it.

Q.5 Many indie developers are watching Meta Connect closely. From your experience, what should smaller studios pay attention to in terms of consumer trends or platform opportunities?
This year’s Meta Connect could be the most important so far. The expectation is that we’ll see real progress on smartglasses, with displays sharp enough to support content creation – that would be a gamechanger for the industry. Meta also continues to lead the market in terms of scale. The signals that come out of Connect often set the tone for the next year, so smaller studios should pay close attention to where Meta is putting its focus.

Q.6 The XR market was valued at nearly USD 184 billion last year. In your view, what key factors will determine which companies and technologies succeed in the next stage of MR growth?
The market value is around hardware. We don’t yet have a ‘killer app’ that makes people use XR devices daily. Success will come down to two things: content that genuinely resonates with users, and hardware that’s light and comfortable enough to wear everywhere. Glasses with MR capabilities are the future, but adoption will depend on both usability and experiences.

Q.7 Beyond gaming, where do you see the strongest potential for MR adoption in everyday life, and how might that shape the types of experiences MixRift creates?
The strongest potential is in training and medical fields. In everyday life, MR glasses could change behaviour in small but important ways. Instead of pulling out your phone to check a notification or adjust volume, you could do it seamlessly through your glasses. This shift can make MR part of people’s daily routines.

Q.8 Looking ahead, what excites you the most about the next generation of XR, and how is MixRift preparing to stay at the forefront of this evolution?
For me, it’s the arrival of MR glasses. They open the door to entirely new types of content, not just immersive 3D but even hybrid experiences, like flat screens inside glasses or games that work across MR and mobile. At MixRift, we’re building with that hybrid future in mind, and we want our games to work wherever players are.

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