How to Make a Virtual Reality Video Game: First Steps

how to make virtual reality video game: editorial illustration

Start a VR game with one target platform and one small playable interaction. Use an engine with documented XR support, get tracking and rendering working on the real headset, then build a complete short loop before adding a large world or multiplayer.

01

Choose the first device and the scope

A standalone headset and a PC-connected headset can impose very different performance and packaging requirements. Pick a target you can test. Define a tiny game loop such as picking up an object, placing it correctly and receiving clear feedback.

My recommendation is to postpone online multiplayer, complex locomotion and a large open world. A room with a reliable start, task, result and restart gives you something testable. A huge environment with no dependable interaction does not.

Build the smallest VR gameTarget device; XR tracking; One interaction; Complete game loop. Pick supported hardware; Get pose and input working; Grab, place or activate; A goal, feedback and restartTarget devicePick supported hardwareXR trackingGet pose and input workingOne interactionGrab, place or activateComplete game loopA goal, feedback and restart
Build the smallest VR game. Target device; XR tracking; One interaction; Complete game loop.
02

Install a documented engine version and XR path

Godot, Unity and Unreal offer XR development paths, but their setup details change between versions. Follow the official guide for your exact engine, platform and graphics arrangement. Save the project in version control before adding substantial assets or plugins.

Godot’s current setup guide describes its XR interface and the origin, camera and controller nodes. It also warns that finding an interface does not guarantee initialization will succeed. Handle a missing runtime or disconnected headset with a useful message instead of leaving a blank view.

For the documented details, consult the Godot XR setup and check its stated scope before applying it to a different setup.

03

Establish tracking before adding gameplay

Build the smallest scene that displays correctly and follows the headset. Verify scale, floor position and supported controllers. Use the runtime’s tracked camera information rather than forcing ordinary mouse-look assumptions onto the player’s head.

Test what happens when tracking is interrupted or a controller is unavailable. A prototype should recover sensibly or explain the problem. These cases are much easier to diagnose before the scene contains many scripts and imported assets.

04

Implement one understandable interaction

Define the intention first: select, grab, release or confirm. Bind it through the supported input system and give feedback when the action succeeds or cannot occur. Keep objects reachable and make their interactive state clear without relying only on colour.

Separate the game rule from the specific controller button. OpenXR can help standardize the XR-facing interface, but it does not remove every difference between devices. Test prompts, bindings and hand positions on the hardware being targeted.

Test on the headsetScale and reach; Input and recovery; Comfort options; Frame delivery. Objects fit real movement; Failed actions can be retried; Offer suitable motion choices; Keep presentation responsiveScale and reachObjects fit real movementInput and recoveryFailed actions can be retriedComfort optionsOffer suitable motion choicesFrame deliveryKeep presentation responsive
Test on the headset. Scale and reach; Input and recovery; Comfort options; Frame delivery.
05

Design comfort and performance into the prototype

Provide supported movement and turning choices suitable for the task. Avoid moving the camera unexpectedly to imitate a traditional cinematic shot. Offer a clear exit and test seated play when the design can support it.

Measure frame delivery on the target hardware while the real gameplay is running. Reduce expensive lighting, geometry or effects based on evidence. A desktop mirror window running smoothly is not proof that the headset presentation meets the application’s needs.

06

Ship a small complete loop before expanding

Add a start state, brief instructions, failure or success feedback and a reliable reset. Test with someone who has not seen the project, observing where instructions or controls are unclear. Obtain feedback without claiming that a handful of testers represents every user.

Then prepare the correct package, permissions and store requirements for the chosen platform. Treat accessibility, privacy and recovery as product behaviour. Expand only when the small version is comfortable, understandable and repeatable; that foundation saves more work than a premature collection of features.