development blog

A selection of technical blog posts detailing lessons learned while developing for VR.

 
 
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Announcing: Larcenauts

(May 5, 2021) We are proud to present our newest title.

 
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WFH Update

(May 1, 2021) Here’s a little peek at our development practices while working remotely through a pandemic.

 
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March Update

(March 1, 2021) There’s been a lot of exciting VR news recently and we’re happy to add a little bit of our own.

 
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Happy Holidays from Impulse Gear!

(December 22, 2020) In the spirit of the season, we’d like to wish everyone happy holidays, and invite you to revisit the farthest points of the galaxy on the PlayStation®5 this holiday season.

 
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IT’S TIME FOR AN UPDATE

(December 1, 2020) First of all, thank you for your continued support. We’ve been hard at work exploring the possibilities of VR, learning from our work on Farpoint, and building something special. We look forward to sharing more with you and we have so much to share!

 
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A Look Inside Farpoint’s Rendering Techniques for VR

(March 15, 2018) It has been almost a year since we shipped Farpoint.  It has had an excellent reception by the fans, won awards, and it marks a major milestone in Impulse Gear’s fledgling history.  We are a game studio that focuses on Virtual Reality games and as such we frequently get asked about the challenges of working with this new medium.  In this post we want to explain how we approached development and highlight some graphics techniques we employed on Farpoint.

 
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Creating Sci-Fi Spaces in VR

(October 12, 2017) Justin Mayle talked about the production of the amazing VR-title Farpoint and shared the way he created the environments for this project. Plus Alex Brown showed how skyboxes for this game were made.

 
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FARPOINT: HOW TO MAKE A GAME WITH SUBSTANCE

(November 19, 2016) This week we have the chance to look at one of the most interesting games announced for PSVR with Randy Nolta.  We will talk with him about Farpoint and then dive in a more detailed tutorial on how Impulse Gear used Substance.