Check out A-Frame (<a href="https://aframe.io" rel="nofollow">https://aframe.io</a>) for a super simple way to get started with VR in the browser. Even Liv who created this awesome introduction (almost a year ago) has been repping more WebVR at recent conference talks. Microsoft even recently announced intent to develop WebVR APIs for Microsoft Edge.
Interesting to see this coming from Microsoft as they are more firmly footed in the AR space than VR. Note that they promote non MS products (Rift/Vive, Unity/Unreal) - because they don't really have any.<p>I think this points to MS really embracing cross-platform friendliness.
Glad to see the callout to QA your game with people who are outside of not only your physical experience (different heights, ability, VR tolerance, etc.) but also your personal experience (gender, life experiences, technology expertise).<p>VR experiences can feel vastly more real than other games, and it can be jarring to have a presentation of the self consistently out of line with your own self image. Ensuring you present the player with either something comfortable for them, or something <i>deliberately</i> challenging (ie, if you are going to make the character you inhabit male, it should be a deliberate choice knowing that there may likely be significant discomfort for some of your audience.)<p>Don't assume that a virtual body/archetype that you are comfortable with maps to something that everyone is comfortable with!
Liv also just published a guide to joining the Virtual Reality Industry. I found it a fun and interesting read. Check it out at: <a href="https://www.amazon.com/dp/B01LLHGAX6/" rel="nofollow">https://www.amazon.com/dp/B01LLHGAX6/</a>