Kazuhiro Takahara.
VR is an effective tool for making horror encounters, which depend more than most types on their group of onlookers feeling genuinely drenched and display. Kazuhiro Takahara, lead VR engineer on Resident Evil 7 Biohazard clarifies that with a customary horror game, "You can just get some distance from the screen and return to the truth of your regular day to day existence.
Light shines from between the window ornaments and some half-read comics may litter your cover. With VR, regardless of where you look, you're stuck in the run down chateau. You have no place to run. Any minute you may hear the crawling hints of an adversary coming to assault you from behind.
Radically changing point of view implies a radical new suite of contemplations, and keeping in mind that various methodologies have been created to handle a portion of the impossible to miss wrinkles of VR, there's an additional level of trouble when you're all the while outlining a game for VR and for customary play.
"In opposition to what you may think, VR compability was something we actualized well after we had begun the advancement cycle," says Takahara. "Advancement for Resident Evil 7 Biohazard began in 2014, and there was at that point a fair measure of us that were occupied with VR innovation. Be that as it may, official improvement using VR didn't really commence until October of 2015."