HOW VR IS MADE

How a virtual reality app is made

Companies that make virtual reality apps follow the same broad path: define the user's task, prototype it on a headset, test it, then publish.

Since 2013

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    A process you can follow.

    You see the app on a headset at the end of every phase. Nothing waits until launch day.

    Phase reviews

    A build to try each time.

    Shared plan

    Dates for testing and store review.

    Fixed quotes

    One for each phase.

    Prefer to talk it through? Call us on +34 617 36 31 92 or write to comercial@overfuture.dev.

    Opening scene at the metro station in Escape the Urban Underground
    Real OverFuture project: Escape the Urban Underground.

    The short version.

    Making a VR app starts with one question: what must the user do inside the headset? Everything else follows from that task. Unity’s manual describes VR as an application that simulates a self-contained environment around the user. Our job is to make that environment useful, comfortable and fast enough on the device.

    Who does what

    Making VR takes several skills, and even a small project needs all of them. On our projects the same team covers development and testing, so feedback reaches the code quickly. This is how the work usually splits.

    Skill What it covers
    VR development Interaction, performance and builds
    3D content Scenes and objects for the headset
    Testing Comfort, bugs and device checks
    Publishing Store listing and review

    Six steps to a VR app.

    Goal

    Define the task, the user and how success is measured.

    Prototype

    One scene on the target headset, early.

    Interaction

    Hands, controllers or physical devices.

    Testing

    On the headset and in tools such as Meta XR Simulator.

    Content

    Remaining scenes, 3D assets and sound.

    Release

    Store submission and launch.

    Standards and store release.

    We build in Unity with OpenXR. Unity’s documentation describes OpenXR as an open, royalty-free standard from Khronos that lets developers target a wide range of devices. Meta also documents a Unity route for building and shipping apps for its headsets. Plan the launch date with review in mind, because Meta advises submitting at least two weeks before launch.

    Steering wheel and levers of a physical VR simulation station
    Illustrative image: it does not show any project or real people.

    Frequently asked questions.

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