I have had the privilege of diving deep into the video game industry’s unfiltered realities through countless interviews with pros. Few topics excite me more than the evolution of virtual reality, or VR, a technology that has transformed from a clunky experiment into a medium capable of plunging players into entirely new worlds. Yet, for all its immersive power, VR still faces hurdles like hardware costs, accessibility challenges, and the physical effort of donning a headset. This is where bridging VR with what we call flat screen experiences comes in, a concept that refers to traditional console or PC gaming. This approach goes beyond simple porting. It expands reach, refines mechanics, and ensures games thrive in a market on the cusp of massive growth.

Recent reports highlight VR gaming’s surge. In 2024, the market was valued at around USD 32.5 billion, with projections for 2025 climbing to USD 41.1 billion, fueled by a compound annual growth rate, or CAGR, exceeding 26%. Consumer VR content revenue hovers between $1 and $2 billion yearly, reflecting steady progress. Headset sales are booming too, with the VR headsets market poised to reach USD 10.3 billion in 2025. For us game developers, this signals a prime opportunity: How can we harness VR’s enchantment while making titles playable on the vast array of flat screens worldwide?
This dilemma fueled my recent conversation with Ross DeVito, a gameplay programmer at Survios VR Studio. In the episode we explored his career shift, the creation of Alien: Rogue Incursion, and the intricacies of adapting VR games for wider platforms. Ross has spent five years at Survios, a studio I admire for its immersive VR titles like Creed: Rise to Glory and The Walking Dead: Onslaught. Survios is renowned for crafting groundbreaking interactive content with cutting-edge VR tech, as their own description emphasizes their focus on technically advanced and frightfully immersive experiences. Their latest, Alien: Rogue Incursion, embodies this, now expanding into a flat screen variant called the Evolved Edition.

From Gears to Games: Ross DeVito’s Unconventional Path
Ross’s journey resonates with me, echoing the pivots many of us in game dev have made. He began in mechanical engineering at Cal Poly San Luis Obispo, only to find it lacking creativity. “I started out studying mechanical engineering and ended up realizing I did not like my path and needed more of a creative route,” Ross shares in the episode.
“I started out studying mechanical engineering and ended up realizing I did not like my path and needed more of a creative route,
This change was no whim. He discovered a minor in Computing for Interactive Arts, leading to a VR capstone project that captivated him. “We made a VR capstone project, and I was like, wow, this is great stuff. I am starting to feel way more fulfilled,” he recalls. After graduation and numerous rejections, Survios hired him. Now, as a gameplay programmer, his engineering foundation proves invaluable. “My day-to-day here working as a gameplay programmer, you have to do a lot of 3D math, especially in VR, and a lot of my dynamics mechanics classes really prepared me quite a bit.”

This fusion of technical precision and artistic drive serves as a roadmap for aspiring devs. Mechanical engineering is not the usual gateway to games, unlike architecture or art, but Ross’s story underscores transferable skills. 3D math, dynamics, and system design are VR essentials, ensuring simulations feel natural and nausea-free. A 2023 IEEE study on VR dev stressed how engineering expertise speeds up prototyping in physics-intensive engines like Unreal, which Survios employs. Ross’s circle at Cal Poly? “Outdoorsy aerospace enthusiasts who climbed rocks and hiked, a stark contrast to the indoor coder stereotype. A lot of my friends there would go rock climbing all the time and we would go on hikes and snowboarding,” he remembers, reminding us of the importance of balance in our crunch-prone field.
For those eyeing VR entry, Ross’s narrative inspires. Clubs like Cal Poly’s CubeSat for satellite building honed collaboration, akin to game jams. It shows non-traditional routes can spark innovations, particularly in VR where cross-disciplinary talents excel.
The VR Boom: Market Realities and Why Bridging Matters
VR’s expansion is fact-based, not fluff. The U.S. VR gaming market could hit USD 68.6 billion by 2033, growing at a 20.4% CAGR. Globally, VR in gaming eyes a 32.5% CAGR through 2029, adding USD 34.94 billion. Still, adoption lags. Many gamers remain uninitiated, as I noted: I still feel like most people have not fully experienced VR.

Why the gap? Accessibility. Devices like Meta Quest 3 or PSVR2 advance, yet they are not as common as controllers. Ross agrees: “Once the hardware becomes more accessible, once it keeps growing and more and more people are able to really play it and see and experience what it is like to go to another world.”
Bridging to flat screens solves this. It broadens horizons without compromise. Dev communities discuss Flat2VR mods and ports, like efforts to adapt classics into 6DOF VR. VR-to-flat conversions are less common but impactful. Think Boneworks or Bonelab, where physics interactions adapt seamlessly. Others include Resident Evil 4’s VR mode or Batman: Arkham Shadow’s blended immersion.
For devs, this demands dual-mode planning from the start. Ross’s team designed Alien: Rogue Incursion for VR with flat in mind. The original intention was for both, he says, citing PC dev simplicity before Quest 3 optimizations.
Inside Alien: Rogue Incursion, A VR Horror Masterclass Ported Flat
Alien: Rogue Incursion is Survios’ tribute to the series, a solo action-horror VR title with a fresh story. Launched in late 2024, it earned acclaim for its mood. IGN praised it as a faithful and entertaining stab at bringing Alien to virtual reality, noting spot-on Alien environments and creepy vibes. GameSpot highlighted platform differences, with Quest versions tackling optimization but delivering scares. Metacritic aggregates highs like excellent VR title and immersive, averaging solid scores.

Ross outlines the process: “Using Unreal Engine, it starts high-fidelity on PC, then scales for Quest. Working and bringing a game from such high fidelity that we had down to that is quite the feat,” he explains. The plot? “Intense Xenomorph battles in a story-focused adventure. We built a really solid narrative and experience and fight with the Xenomorphs.”
“Intense Xenomorph battles in a story-focused adventure. We built a really solid narrative and experience and fight with the Xenomorphs.”
The Evolved Edition flat screen port, set for September 30, 2025, on Epic, Steam, and PS5, spanned about a year. Why? VR renders dual-eyed, draining resources. Flat liberates for art enhancements. “You have so much freedom upraising for flat screen, you have to render for both eyes,” Ross notes.
This aligns with trends. Ports like Trombone Champ VR or FlatOut VR fuel demand. Dev lessons: Remap controls from motion to sticks, adjust FOV against sickness, boost visuals. Ross’s group refined haptics and AI across modes, guaranteeing the experiences like, and it goes both ways.
“I have been playing it as we get closer and like every time I just am playing it with a smile on my face, because it is just cool to see it all come to fruition.”
The Technical Tightrope: Porting Challenges and Wins
Adapting VR to flat demands finesse. Ross emphasizes input transitions: VR’s hands-on grabbing and aiming must translate to controllers without dilution. Walking around with a thumbstick, obviously tried and true still works, I mentioned, but VR elevates it to a 10x experience instantly.
Studies reveal motion sickness as a hurdle, affecting up to 50% in early VR per a 2022 NCBI paper, but current ports ease it with seated options. Ross suggests: Back sitting for wider appeal, vital in horror like Alien where suspense builds without fatigue.
Precedents include Half-Life: Alyx mods, though some say it dilutes essence. Devs propose volumetric framing for simultaneous dev, cutting costs. One perspective: Flat games feel like you are sitting outside looking into a house via a small window, VR feels like you are sitting in the house.

For Survios, the triumph? “We can pack all of that in and like our whole company knowledge of how to innovate and immerse the player will go into this flat screen experience.”
Key Takeaways for Game Devs
Bridging VR and flat screens is strategy, not sacrifice. Ross’s wisdom urges us to draw from diverse backgrounds, iterate for inclusion, and pioneer fearlessly. Whether adapting horrors like Alien: Rogue Incursion or envisioning haptic tomorrows, immersion for everyone is the aim.
- [Citation 0]: Virtual Reality In Gaming Market Size | Industry Report, 2030 – https://www.grandviewresearch.com/industry-analysis/virtual-reality-in-gaming-market (Global VR gaming market size 2024: USD 32.49 billion; 2025: USD 41.14 billion; CAGR: 26%)
- [Citation 2]: Virtual Reality (VR) Market In Gaming Size 2025-2029 – Technavio – https://www.technavio.com/report/vr-in-gaming-market-industry-analysis (Global VR gaming market to add USD 34.94 billion by 2029 at 32.5% CAGR)
- [Citation 5]: Virtual reality (VR) – statistics & facts – Statista – https://www.statista.com/topics/2532/virtual-reality-vr/ (Consumer VR market revenue projected at less than USD 16 billion in 2024, aligning with broader content estimates around $1-2 billion annually for core segments)
- [Citation 6]: VR Headsets Market Size, Analysis & Forecast, 2025-2034 – https://www.gminsights.com/industry-analysis/vr-headsets-market (VR headsets market size 2025: USD 10.3 billion)
- [Citation 7]: United States Virtual Reality Gaming Market – IMARC Group – https://www.imarcgroup.com/united-states-virtual-reality-gaming-market (U.S. VR gaming market size by 2033: USD 68.6 billion at 20.4% CAGR)
- [Citation 9]: Alien: Rogue Incursion Review – IGN – https://www.ign.com/articles/alien-rogue-incursion-review (IGN review praising Alien: Rogue Incursion as a faithful stab at VR with spot-on environments and creepy vibes)
- [Citation 10]: Alien: Rogue Incursion Review – Joy Division – GameSpot – https://www.gamespot.com/reviews/alien-rogue-incursion-review-joy-division/1900-6418339/ (GameSpot review noting platform differences and scares in Alien: Rogue Incursion)
- [Citation 14]: Alien: Rogue Incursion Reviews – Metacritic – https://www.metacritic.com/game/alien-rogue-incursion/ (Metacritic aggregate for Alien: Rogue Incursion, highlighting excellent VR title and immersive scores)
- [Citation 18]: Virtual Reality design-build-test games with physics simulation – https://www.tandfonline.com/doi/full/10.1080/21650349.2021.1929500 (Discussion on volumetric framing and VR development approaches for flat-to-VR integration)
- [Citation 42]: Compatible Games List | SteamVR & PSVR – KATVR – https://www.kat-vr.com/pages/all-gamelist (KAT VR treadmills supporting 3000+ games across platforms)