VR / AR Games & Entertainment Track at VRDC Fall 2017

Conference Track for VR / AR in Games and Entertainment

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.

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VRDC Fall 2017 Session Highlights

OpenXR News: Converging on a Widely Accepted VR API Standard
Yuval Boger (Epic Games)
Nick Whiting (Sensics)
Kaye Mason (Daydream)
Joe Ludwig (Valve)

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.

Looking Back at the VR Development of 'Arizona Sunshine' and 'Skyworld'
Trevor Blom (Vertigo Games)

'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.

Fostering Creative Play with Mindshow
Jim Toepel (Mindshow)

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.

Crafting Immersive Audio Experiences in VR
Richard Ludlow (Hexany Audio)

This session aims to educate and empower VR developers by exploring advanced immersion techniques with regards to audio. It will explore techniques such as multi-dimensional spatial layering, ambisonic sound formats, and HRTF spatialization plugins. It will also offer tips for immersive 3D sonic environment and introduce a range of techniques, technologies, and challenges associated with audio design in VR.

Data and Insights in the VR Market 2017
Data and Insights in the VR Market 2017
Patrick Walker (EEDAR)

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.

VR Game Development: Dev Hacks & New Analytics from 'Raw Data'
James Iliff (Survios)
Mike McTyre (Survios)

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.

How to Be a Successful VR Game Studio
Paul Bettner (Playful Corp.)

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.

Three Years of 'Tilt Brush'
Patrick Hackett (Google)

'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.

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