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Owlchemy Labs CEOwl Dimensional Double Shift Q&A
Introduction
Welcome to an exclusive look into the development of Dimensional Double Shift (DDS), the multiplayer VR experience that’s redefining collaborative gaming. In a recent Q&A session hosted on Discord, Nel (our interviewer and Owlchemy Labs Sr. Social & Influencer Specialist) sat down with Andrew Eiche (CEOwl of Owlchemy Labs) to answer fan questions, dive into the game’s creation, and explore the challenges of pioneering hand tracking in VR. Whether you’re a dedicated DDS player or just curious about what goes into making a multiplayer VR game, this post gives you a behind-the-scenes glimpse into the creative and technical decisions behind the game.
The Q&A Session
Nel (Interviewer):
Over the past few days, we opened up a channel for the community to submit their burning questions about Dimensional Double Shift. Today, Andrew is here to provide answers, share insights, and give everyone a closer look at the development process. To kick things off, the most-asked question was about matchmaking. Andrew, can you talk about matchmaking and what players can expect?
Andrew Eiche (CEOwl of Owlchemy Labs):
First, thank you to everyone who asked about matchmaking! While we’re not making any commitments yet, we’re definitely interested in exploring it. Our weekend experiments are a way to test the underlying technology. Participating in these events and providing feedback is the best way to keep us informed and help us continue improving.
Q: What inspired the creation of Dimensional Double Shift?
Andrew:
Owlchemy Labs has always wanted to make a multiplayer game. For years, we explored ideas by inviting indie developers to experiment with multiplayer concepts in VR. But multiplayer VR, especially the way we envisioned it, is tough.
Unlike most VR games that avoid crossover interactions, we wanted players to touch and pass objects, interact in shared spaces, and create controlled chaos. This level of interaction took significant effort and problem-solving to achieve.
When the pandemic hit, Google (our parent company) asked us to explore what work would look like in VR. This gave us an opportunity to experiment with multiplayer concepts in a low-stakes environment. Eventually, we built enough of a foundation to pitch the idea of a full-fledged multiplayer game.
Initially, the project began as a house-design game, but we quickly realized bad interior design in VR isn’t fun—it’s frustrating! We pivoted to what Owlchemy does best: creating engaging job-based gameplay. From there, DDS evolved through trial and error, with collaboration as its central focus.
Q: Why did Owlchemy Labs decide to use hand tracking in DDS?
Andrew:
We had tested hand tracking before the pandemic and created a list of improvements needed for public launch. When prototyping VR office experiences during the pandemic, we revisited hand tracking, realizing it could make the experience more intuitive—especially for users who might not want to pick up controllers.
We believed in hand tracking enough to build DDS around it. To ensure it worked, we removed controller support entirely during development, forcing the team to design the game specifically for hand tracking. This decision allowed us to create something innovative and future-focused.
Q: Will DDS ever support controllers?
Andrew:
Likely no. Hand tracking is core to the DDS experience. Many elements, such as manipulating small objects, wouldn’t translate well to controllers. It’s similar to when we launched Job Simulator in VR. At the time, people questioned why we didn’t release a PC version, but we were committed to VR as a platform.
Q: How long did it take to develop DDS?
Andrew:
The entire process took more than three years, with the current iteration being about a year old. We’ve been building on the same foundational concepts throughout that time.
Q: Will there be more voice lines for ALICE, the AI character?
Andrew:
Yes! We love ALICE and her voice editor, Allie Murphy. ALICE represents a broken AI boss, and her character is designed to feel relatable to anyone who’s worked a service job. She’s the type of boss you love to hate.
Q: Will ALICE have collectible skins?
Andrew:
That’s a fun idea! We’ve done seasonal updates, like adding a scarf and hat for the holidays, but user-controlled skins are something we’ll consider for the future.
Q: How does DDS relate to Job Simulator and Vacation Simulator?
Andrew:
We often include nods to our past games. For example, there’s a smuggle truck in Job Simulator and a version of discourse in Vacation Simulator. These references are fun Easter eggs for fans.
Q: Why are booster updates limited to weekends?
Andrew:
Weekend updates let us test new technology without disrupting gameplay long-term. It’s a way to keep things fresh and exciting while avoiding burnout from overexposure.
Q: Will DDS come to more platforms?
Andrew:
For now, DDS is exclusive to Quest during the beta phase. Expanding to other platforms would require meeting specific technical requirements, and reducing platform complexity helps us release updates faster. However, Owlchemy Labs has a history of being multi-platform, so stay tuned.
Q: Is DDS your favorite game you’ve worked on?
Andrew:
I love every game we’ve made for different reasons. What’s special about DDS is the unpredictability of multiplayer interactions. VR already offers limited control compared to traditional games, and adding multiplayer amplifies the chaos in a fun, collaborative way. Seeing players connect with the game motivates us to keep building on it.
Conclusion
From its experimental beginnings to its current beta phase, Dimensional Double Shift is a testament to Owlchemy Labs’ commitment to innovation and collaboration. By centering hand tracking and fostering community involvement, the team has created a unique multiplayer VR experience.
As Andrew shared, DDS is still evolving, and player feedback plays a vital role in shaping its future. Thank you to everyone who submitted questions and participated in the Q&A! Be sure to stay connected on Discord for updates, events, and future Q&A sessions. We can’t wait to see where this journey takes us—and you. Lastly, visit our DDS site to keep up with news and new dimensions.
Owlchemy Labs - CEOwl Q&A Interview with Andrew Eiche Video.