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 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.
'Tilt Brush' is a key application in the room-scale virtual reality ecosystem and is frequently regarded as *the* application for users new to virtual reality. Drew Skillman and Patrick Hackett, the creators of 'Tilt Brush', will look back on 3 years of development and discuss the origins, early development, company acquisition, launch, and continued support of the product. This talk will be beneficial to all attendees, who should expect to take away an inspirational and informative story of two scrappy bums just trying to put a dent in the world.
Hannah Gamiel will explore the triumphs and tribulations of the development of Obduction, a game by Cyan. Inc. (creators of Myst) that had an initial release in 2D and a successive release in VR for Oculus Rift, Vive, and (soon to be) PSVR. Topics discussed will be how Cyan laid out the foundation of generic VR systems during 2D development to ensure a successful transition to VR system engineering, assumptions made that hurt or helped VR development during the emergence of new VR hardware, and how lessons learned will help lay out the groundwork for future VR titles' success.