Currently working on VR game, the first thing ~the biggest thing actually~ is the optimisation. Sometimes, it can be a terrible pain, when you are thinking about something, but quickly have to find an other way to do it, more performance friendly… but it’s also the good point, to always thinking about an other way.
It have been very informative, as a young VFX artist, about the importance of optimisation, profiling, and re-usability about everything you do, as shader, texture, and always thinking about massive overdraw ! If you have some junior or intern on your company, make him look his effect on a VR device, at 25 FPS, and you’ll be sure he will immediatly get the idea about optimisation process
Also, one thing pretty difficult to work in, is the way you could influence where the player has to look, because he could eventually look all over the scene, and miss the important thing, like your beautiful explosion ! It’s the matter of different job, as Game Design, Sound Design and VFX, to work together and be aware of this constraint, but you can already thinking about how your effect can drive the look all over the scene ; as the screen you post I assume.