Your game is almost finished, but clients want VR changes. How can you meet their expectations?
When clients demand VR changes just as your game is nearing completion, it's crucial to balance their needs with your project's scope. To address these expectations:
- Evaluate the feasibility: Assess how the VR changes align with your current resources and timelines.
- Communicate transparently: Discuss potential impacts on delivery with clients, setting realistic expectations.
- Explore creative solutions: Consider modular updates or post-launch VR enhancements to satisfy client demands without derailing the project.
Curious about how others have handled similar situations? Feel free to share your experiences.
Your game is almost finished, but clients want VR changes. How can you meet their expectations?
When clients demand VR changes just as your game is nearing completion, it's crucial to balance their needs with your project's scope. To address these expectations:
- Evaluate the feasibility: Assess how the VR changes align with your current resources and timelines.
- Communicate transparently: Discuss potential impacts on delivery with clients, setting realistic expectations.
- Explore creative solutions: Consider modular updates or post-launch VR enhancements to satisfy client demands without derailing the project.
Curious about how others have handled similar situations? Feel free to share your experiences.
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Great insights! Balancing client demands for VR changes near project completion can be challenging. Clear communication is key—explaining how these changes affect timelines and resources helps manage expectations. Additionally, suggesting phased VR implementations, like post-launch updates, can be a win-win, ensuring project delivery while meeting client needs. Flexibility, without compromising core goals, often leads to the best outcomes.
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When the game is already near completion, I would suggest discussing the pros and cons of last minute changes transparently with the client. The best thing to do in my opinion would be to launch VR compatibility as a post-launch feature.
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Consider this: -Does one of our Game Design Pillars involve VR? -Would VR elements even make sense in our almost finished game? -Should we make this VR feature a separate thing outside of the main game? -Should we use AR instead of VR for a engaging user experience? If I was in this situation, these are the questions I would be asking. Adding in VR features/mechanics is a long process. Time and Bugs is something you should always consider when it comes to Game Development of any kind.
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Last-minute VR changes can be challenging, but balancing client needs with project scope is key. Evaluating feasibility, communicating openly, and exploring flexible solutions like post-launch updates can help keep the project on track. Clear expectations lead to better outcomes for everyone. How have you managed similar client requests?
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As we are in the age of AI- virtual reality(VR) is easier to use tools to further control your imagination into your space and dive into the possibility of what you want to create to also impress your client's vision, constantly we see growth in the creative industry and games with alot of improvements so i feel like is an awesome idea for anyone to easily pick up and do anything