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Gain insights from experts developing immersive XR experiences for entertainment beyond games. Learn the best practices for design, implementation, and development of films, live events, museums, sporting events, and more.
Physical character interaction is hard to fake; whether it's between two in-world characters, between users and characters, or between a character or avatar and its environmental surroundings. Nevertheless, interaction is central to user-driven storytelling and building immersive VR and AR experiences that suspend disbelief. DeepMotion CEO, Kevin He, will discuss the challenges of, and science behind, building an interactive character authoring tool, as well as how companies can integrate intelligent character simulation into their own applications.
The best VR experiences are designed to be enjoyed en masse, and include spectators not as passive observers, but as active participants in the fun! This session is designed to bring together leaders in the location-based entertainment (LBE) and virtual reality worlds. These leaders will explore how game developers and attraction managers can provide immersive experiences that lower the barriers to entry for newcomers and raise the profile of the quickly emerging industry.
What if location-based entertainment could provide new insight into the inconceivable realities of past wars? Through installations at the Tribeca Film Festival and in Austin, TX, 'War Remains' transported hundreds of people directly to the front lines of the First World War. Using floor rumblers, wind effects and special haptics, along with a touchable physical set and the narration of Hardcore History's Dan Carlin, 'War Remains' allows people to experience one of the most nightmarish wars in history like never before.
In this session, we share key lessons learned for designing an LBE during the year-long production of 'War Remains', created by MWM Immersive in collaboration with Dan Carlin, Flight School Studio, and Skywalker Sound. It is a deep dive into how we resolved design, audio, and technical challenges while maintaining a high level of historical accuracy – all within 650 square feet.
Imagine if it were possible to draw what you wanted, and it would come to life in virtual reality. What if you didn't need to know any code? What if you could just start visually sketching what you wanted to see and it would become real? In this talk, Steve Bowler (President, CloudGate Studio), will show you how he works in UE4 Blueprints, live, on stage. Taking audience suggestions, he will "sketch" a new working VR mechanic. Part Iron Chef Challenge, part Magic of Oil Painting, and part fall-down pratfall comedy, this session should inspire the audience to start making games on their own.