Survios, a prominent virtual reality (VR) game developer, is renowned for its high-quality VR productions such as Alien: Rogue Incursion (recently released on PC, PSVR and Quest 3), and Creed: Rise to Glory, which stands among the most immersive VR games ever created.
During the most recent installment of the VideoGamer Podcast, Survios’ lead engineer Eugene Elkin disclosed that testing virtual reality (VR) games remains a significant challenge for developers. In addition to motion sickness caused by poor performance and incomplete mechanics, the studio has amassed what they refer to as a “graveyard of monitors,” which were damaged due to accidental punches during gameplay.
Alien and Creed VR devs’ monitor graveyard
In the recently released podcast, Elkin disclosed that throughout the development process of Survios’ VR games, starting with Creed: Rise to Glory, they have been meticulously tracking the number of monitors smashed during game creation. With the boxing game in particular, so many screens were broken that a special area was set aside as a memorial for the deceased monitors.
As an avid fan, I can’t help but share that the crew at Survios continues to track a running total, updating it whenever they stumble upon a video showcasing a player delivering an unexpected punch to another character in VR. Although we’ve yet to fully overcome the hurdles of broken monitors and facial rearrangements that come with VR development, there’s another challenge that proves equally daunting: the tricky task of testing VR games themselves.
“One [QA] guy, I think he had to go on work comp because he threw out his shoulder.”
SURVIOS LEAD ENGINEER EUGENE ELKIN ON TESTING CREED VR
As a dedicated fan, I’ve come to understand that each game presents its own unique hurdle during the testing phase. Despite this, it seems every game grapples with similar motion sickness troubles until they’ve smoothed out movement, performance, and other kinks. For Creed, in particular, our QA team found themselves battling virtual ring fights for hours on end, which left them with aching muscles by the day’s end.
During the creation of Creed, it was actually CREO we were working on. Every day for about eight hours, the QA team found themselves in a situation where they needed to defend their work, much like throwing punches. Unfortunately, one individual had to take time off due to workman’s compensation because he injured his shoulder from all the exertion.
Senior Game Designer Alissa Smith at Alien: Rogue Incursion pointed out that developers swiftly adapt to the lower frame rates typical in virtual reality (VR) games during development.
In contrast, testing a virtual reality (VR) game is a whole new challenge compared to testing traditional flat-screen games. As the immersion and intensity of a VR game increase, so does the risk that a developer might injure themselves during the development process.
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2025-04-21 14:10