
We were on the same page, and id Software definitely supported us as we brought new VR-only features and enhancements to the table. Ken Thain: In working with id Software on DOOM 3: VR Edition, they were very clear that they wanted it to be a VR adaptation, not a port. How closely does DOOM 3: VR Edition stick to the visual profile of that re-release and have any improvements or special optimisations been made? PSU: DOOM 3 enjoyed a re-release on PlayStation 4 back in 2019. As for locomotion control schemes, we kept that simple and sweet with smooth locomotion, but with lots of comfort options such as snap/smooth turn degrees, and one-button 180 turns. In order to take full advantage of the Aim Controller, we tweaked the weapons to feel two-handed even the Pistol is held with two hands, just to really push that feeling of immersion. Ken Thain: DOOM 3: VR Edition supports the PS4 DS controller and the AIM controller, which makes perfect sense for a game where the weapons are really the stars of the experience. In DOOM 3: VR Edition, are the same controller choices available and if so, what changes have you made (if any) to the control scheme? PSU: In DOOM VFR, players had the choice between using the motion controller and DualShock 4 controller for movement. We were definitely uniquely positioned to deliver on this project, since we had the experience of building a VR FPS from the ground up, plus experience with adapting fantastic games for PS VR. We also took a close look at other ports and VR FPS games, including our own 2018 title, Evasion. DOOM VR mods in general are great for getting a feel of what works and what perhaps needs a different approach, as well as what players really value, such as DOOM 3’s dynamic lighting and shadows. Ken Thain: We pulled inspiration from many different sources in our early exploration. What lessons were learned from that prototype and how much of its design DNA (if any) have made it into DOOM 3: VR Edition? PSU: In the years prior to its announcement for PSVR, there was an early DOOM 3 VR prototype floating around for PC VR hardware. Once we confirmed id’s instincts that it was a great candidate for VR, we began the joint process of sharing art and prototypes, identifying which new features we wanted to bring in, and kicking off production proper. We played through the game, looked at the original engine technology, played some mod versions of the game, anything we could to immerse ourselves (pun intended) in the project. Ken Thain: It was clear that id Software felt they had a good candidate for a solid VR adaptation, so our role at Archiact was to look at the game through the lens of our experience in VR and determine how to make it the best it could be.
