As intricate and influential as it is subversive, street art is one of most universal forms of self-expression. Now, Kingspray lets you create your own detailed tags and urban murals in VR.
Choose from a variety of cans and colors, then customize your tips to paint alone or with friends. You can take selfies, submit your art to the online gallery, and even change the time of day—all without posting a lookout.
For our sixth installment of Oculus Touch Tuesdays, Kingspray developer Craig Bentick is here to tell us more about the final product and how it was made.
This is a pretty cool concept. What was your inspiration, and what drove the move from console to VR?
Craig Bentick: Brisbane has some amazing street art. A lot of it can be seen while riding the train line in and around the city. It’s always been a fascination of mine—the skill, the culture, and the style that goes along with it. When we created Kingspray for the Xbox, that fascination is what drove the direction for the game. When VR came around, bringing that vision into the virtual world made so much sense. It started as a hobby, but we realized soon enough that it had a lot more potential than just another half-baked VR tech demo and were given opportunities to push it further. Now we have more people working on it, and we keep adding to its vision.
What sets Kingspray apart from previous titles you’ve worked on?
CB: Well, first of all, it’s in VR. That’s new to everyone for the most part. Also the fact that it’s focused more on being a sim then a game. There’s no direct competition or goal other than the ones you set for yourself or your friends.
Tell us about your development team. How did VR affect the dynamic?
CB: We’ve accumulated an amazing team of four. We all get along great, and working with them has made Kingspray an awesome experience. We do a lot of our brainstorming inside Kingspray because we all work from home. The time between someone throwing out an idea to seeing it in VR is incredibly short compared to working in larger teams. Not all our ideas work out, but some of the failures can have hilarious side effects, too, like floating sausages or being launched into the sky on some wayward barrel.
Were there any surprises along the road?
CB: I think the thing that’s surprised me the most has been the potential of VR. The amount of fun we have with friends in the same VR space is amazing. So much goofing around. It’s incredible how expressive you can be with only your hand movements and some head tilts. We’ve recently integrated the new Oculus Avatar system, and it’s amazing how articulated the hands are now with Touch. It’s only going to get better as VR evolves.
Why Touch? What’s next after Kingspray?
CB: The potential of Touch is virtually limitless. Being at OC3 allowed us to see the future of where VR and Touch are going. The future is bright, but there’s still a lot to figure out and overcome. We’ve been fooling around with different prototypes, and we’re excited to dive into some of them after Kingspray. For our next game, we’ll want to take the road less traveled—focus on fun and immersion, probing the potential of what’s fun in VR like some mad scientist.
Thanks for the background, Craig. Please click here for more information, or check out the latest trailer:
We look forward to seeing some awesome street art from the VR community on December 6!
— The Oculus Team