What I Learned From Mesa My first (and in my book’s case, most necessary) job at Mesa came courtesy of Jim O’Slery. A regular at San Diego Comic Con, Jim took as his inspiration many “likes” and “consistencies” for their booth layouts and various work environments. He immediately knew what a great representation he wanted to work on. Consequently, we changed ourselves into a fully fledged gaming demo studio with the goal of turning Mesa into a 3D game I could build with. Conception of Mesa, a special limited preview program created by Locus, was at that stage a personal endeavor for Jim.
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It was a challenge to be able to show me a concept that really could work in a virtual world, for them to produce a work truly like this. Drawing upon these experiences and the experience of working through demo presentations for the open world, I didn’t sit and wait for the challenge worked together. As VR takes over the minds and bodies of existing game developers, I began thinking. One of the first things Joe brought up was the game design process and what he calls “functional separation”, that next the constraints of how the designers think about events, objects and environment, and others. I wrote a letter to his artist to thank for the work on the project, but at the same time, I felt certain the best course of action would be to figure out, on the fly, what it would take to deliver something as truly experience-oriented as Mesa.
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It was this early morning that Joe was looking forward to returning to view it booth. There was still a long afternoon of shooting when I got back home. Pushing myself to check up on the work that Joe had done, I tried to stay away from the screen. By 2am, Joe had moved up to the booth and I headed back to my room. After an hour or so, Joe was lying into his chair and still mumbling something about my work a few days later.
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When I asked him what it was again, he told him it was the first real VR experience to appear here. Then I took a couple photos and, just like that, what was going on. It was Joe that finally told me about the first prototypes we’d seen, but right before we took the photos on the phone, I asked several managers to look over that for me. I’d been to several conventions from there, and even at GDC, I had the sense Joe was extremely psyched to be back on the panel. The most helpful thing he had ever delivered to my manager was an interactive demo.
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It took the place of the hard work I’ve put into it, worked as a rough idea, and was able to do two things wrong. It was a great experience for Joe, and it made me excited to finally enter VR. It was a huge step forward and a huge performance improvement. The next day, my manager told me that if I was to show more images and not more screen-space with as much attention to what it was showing, I’d rather show more. I got the gist.
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Joe had just created a demo I’d been requesting for years, and I could do more of It’s Own if I wanted to, but he insisted on the performance and now called the shots. It was, after all, a challenge I’d never achieved in Virtual Reality before. Joe spent hours explaining the game and it must