Expand your knowledge of how VR and AR are being used for Games & Entertainment. From active, heart pumping, first-person adventures to relaxing, passive immersion in alternate realities, virtual and augmented reality evolve beyond the screen to take the user into the heart of the story itself. Whether you're a programmer, designer, producer, artist, or in business development, gain inspiration from ground-breaking work in game development, filmmaking, and entertainment VR/AR and learn skills to grow your expertise.
When someone thinks about multi-user experiences in VR, he or she tends to instinctively imagine two or more users, each with their own headset, interacting simultaneously in a shared space. But while the VR community is still small, developers need to think more broadly to expand their audience. By considering asymmetric experiences that take place across heterogeneous devices like a headset and a mobile phone, developers can open up new opportunities for participation. Mechanics built around asynchronous interactions can make small communities feel bigger.
Through research and social experiments, it's become clear that every multi-user application will require considerations for dealing with abuse. This session will discuss findings from dozens of social interaction tests and highlight the speakers' own best practices in an effort to foster an open dialogue about the nuances of this new space.
AR/VR API fragmentation, when multiple vendors provide different and incompatible APIs, is becoming a major obstacle to industry growth. It causes application developers to spend significant resources integrating hardware. Hardware companies have to work to convince application developers and engine providers to support their new devices, and consumers become unsure whether today's software will be compatible with tomorrow's hardware. The Khronos group (creators of OpenGL) launched the OpenXR working group to create a VR/AR standard. This panel comprised of OpenXR working group experts from Epic, Google, Sensics and Valve will provide new updates on the goals, content and status of this critical standards effort.
'Arizona Sunshine' is the kick-ass VR zombie shooter from Vertigo Games. With this title, Vertigo Games combine fantastic gameplay and incredible performance in a title which demonstrates that the CPU plays a big role in cinematic immersion in VR titles. Come hear about the incredible journey which was the development of Arizona through Unity, VR, CPU and GPU optimizations, all while maintaining that target of hitting 90fps and making an immersive and realistic game in the process.
Not quite a tool, not quite a toy. Mindshow is a narrative playground that asks for a lot. During the past year the Mindshow design team has had to teach players how to embody different creatures, act with their pre-recorded selves, respond to improv prompting, explore their playspace and frame their own camera shots. Any one of these things can derail a self-conscious player. Former Kinect designer, Jim Toepel (Dance Central Series, Fantasia Music Evolved), will walk through the design philosophy and practice that led to the Mindshow first user experience and sandbox creation system. Come learn how to design systems that can elevate the average player into a content producer and performer.
To succeed, MR games must transform from cabinets of curiosities to fun emotionally compelling interactive narrative spaces. Advances in input, displays, and AI open up vast new opportunities in game design and narrative. In this talk, attendees will time travel to VRDC Fall 2020 and take a peek at the 3 MR games many will want to play. The talk features 3 compelling future MR scenarios to illustrate 5 core MR design techniques. The speaker will dive deep into the design requirements for compelling MR that takes advantage of virtual world overlays, depth maps of existing terrain, NPC and object interaction, and character customization.
In this talk, EEDAR's Patrick Walker, presents data and insights from the first two years of consumer VR. What's worked and what hasn't worked? What are the attitudes, opinions, and behaviors of both early adopters and gamers who are still on the fence? What do these answers tell them about the path to mainstream VR? These questions will be explored through consumer and sales data from a variety of sources, including their monthly global consumer tracker, PlayerPulse, and the EEDAR game database.
When building a VR experience, there are numerous design issues a developer will face from VR locomotion to environmental design. In this talk, Survios duo and makers of the popular game 'Raw Data', James Iliff, co-founder/Creative Chief Officer and Mike McTyre, Design Director, will share about their practical lessons learned from the building of Raw Data, how they were able to find dev hacks to save time and money and what they learned on new 'Raw Data' insights and analytics about game play.
Starting a traditional game studio is a challenge not for the faint-hearted. However, making it as an indie game studio making VR games is beyond challenging. It can be downright mystifying! Playful will share what it's learned over the years doing just that; everything from how to raise money, how to convince publishers to fund your games, how to manage a team that, no matter how talented, is facing a brand new industry with a steep learning curve, and how to create a sustainable culture on the leading edge of disruption. Come listen to how Playful signed a deal with Oculus to fund Lucky's Tale, which became the only game bundled with the Oculus Rift at launch (EVE Valkyrie was only for pre-orders), and how they raised $25 million in funding to make VR games.