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Game Design Aspect: VR and Galaxy’s Edge

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Game Design Aspect: VR and Galaxy’s Edge

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In this article, game designer Sande Chen discusses the use of virtual reality in creating the theme park Star Wars: Galaxy’s Edge.

Years ago, I was interviewed by Disney Imagineering for an internal documentary on design. I pointed out that level designers of video games are often inspired by amusement parks. Amusement parks are designed to lead visitors through a physical space. Imagineers call this “physical storytelling” or “narrative place-making,” which sounds very similar to what we would call environmental storytelling.

In creating the theme park Star Wars: Galaxy’s Edge, the Imagineers wanted to know the details of objects as small as doorknobs or rusty wires. They wanted visitors, whether they were hardcore fans or casual attendees, to be fully immersed in the land. In other words, they wanted this world to be feel alive.


Galaxy’s Edge
CrispyCream27 / CC BY-SA (https://creativecommons.org/licenses/by-sa/4.0)

It was interesting to me to learn that Disney Imagineers used VR to create Galaxy’s Edge – not to create VR rides, but to create physical rides and architecture. They built Galaxy’s Edge in VR first and that helped not only in designing the architecture and hiding mundane Earth items like heating and cooling units, but also with how actual construction could occur.

Disney also used VR to design the rides at Galaxy’s Edge. Designers used VR headsets while in a vehicle. The display shows all the visuals and the controls. The simulation helps the designers experience the ride before it’s even built.

Just another example of a “serious” game!

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

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