From heart-pumping first-person adventures to relaxing, passive immersion in alternate realities, XR evolves 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, attend XRDC’s Games & Entertainment Track to grow your expertise and gain inspiration from ground-breaking work in game development, esports, filmmaking, and entertainment of all forms.
As location-based virtual reality centers increase their global footprint, VR developers and VR arcade owners alike are navigating uncharted waters in an emergent entertainment industry. Join the developers of Beast Pets as they share lessons learned from creating and distributing VR content to more than 100 arcades around the world. Vivian and Katie will cover the business, technical, and design challenges unique to VR arcade experiences and the solutions they developed over many iterations. Attendees will learn the end-to-end pipeline of doing business with and optimizing content for VR arcades.
Limbic Co-Founder turned Product Manager at 8th Wall describes lessons learned both from the developer and platform perspective when bringing an Augmented Reality game to market on multiple mobile platforms. This session provides a case study of how 'Zombie Gunship Revenant AR', one of the first ARKit enabled games and one of the most downloaded augmented reality apps to date on the Apple App Store, overcame a slow start on Android due to the limited number of ARCore enabled devices available at launch.
The task sounded simple: make a real-time strategy game that embraced the medium of VR and took maximum advantage of the Oculus Touch controllers. Hidden Path Entertainment challenged the standards of the genre and investigated alternatives that could provide them with the best product. The result was a method of play that felt both familiar and fresh, combining the tactile and the precise. Join this session for a walk through of the design process behind several game interactions in 'Brass Tactics', and witness prototypes both terrible and triumphant.
This presentation is about the creative process at Osmo, a mixed-reality educational video game platform for kids.
In this talk Staff Designer, Tony Aube, will present some of Osmo's early game prototypes and explain why they failed. He will cover key early design decisions that made Osmo successful in retrospect. Finally, Tony will show some of Osmo's biggest blunders and how not to make them. Attendees can apply the lessons from this talk to any type of AR and VR project.
This panel will explore the ways in which the methods and processes of design thinking can be used to help create compelling immersive experiences. Panelists will share concrete examples of how their design process works, how they interact with users during testing, and how they iterate on early prototypes.
Jaroslav Beck (composer, co-founder, and CEO of Beat Games) will give a postmortem on the creation of 'Beat Saber', the best user rated game on Steam and one of the most viral games in VR history! Created by a team of 3 devs, the story of 'Beat Saber' success proves you do not need outside investment, a huge budget, or even a large team to develop a great VR game.
Can VR developers benefit from the competitive eSports scene? As location-based entertainment continues to rapidly expand, VR eSports open the door to exciting new opportunities across brands and businesses. In this talk, Andrew Abedian, Lead Designer at Survios, reveals the grassroots evolution of their early speedrunning prototype into a pioneer multiplayer title in VR eSports. Through partnerships with Intel, Alienware, Oculus, and ESL, 'Sprint Vector' has become a compelling competitive title for global tournaments, at local arcades, and online competitions.
When Polyarc set out to make its first VR game, Moss, using tracked controllers, they established player comfort and approachability as their highest priority. In creating the game, the team built their world from diorama-size puzzles you interact with in 3rd person, which naturally led to the creation of a mouse as the main character a player would use to traverse the puzzles. These puzzles were composed of simple constrained physics interactions that could feel good even when using controllers with limited tracking. In this session Polyarc Engineer, Brendan Walker, will explain how the Polyarc team overcame challenges with making 3rd person character control in VR across a range of controllers used with PSVR, Oculus Rift, Viveport, and Windows XR.
This session takes developers through how Dream Reality Interactive combined several leading edge technologies to create 'Hold The World', an interactive VR experience with Sir David Attenborough. This includes world class volumetric capture of Attenborough from Microsoft, photogrammetry environments from Alter Equals and highly detailed scanned objects from The Natural History Museum and The Mill. We will reveal the challenges faced by the art team along the way including lighting, interactivity and getting the balance right between a game ready asset and a scientifically approved model. This talk will be a high level look at how to use assets from different sources and combine them using pragmatic methods into a coherent VR experience. This includes working with fantastic specimens captured using a variety of scan types including LIDAR and CT, adapting for both mobile and tethered VR platforms, and developing pipelines to create a final, stunning visual result.
In this session, Observer Analytics CEO, Lucas Toohey, will discuss key insights that have emerged from Observer Analytics' aggregate data that highlight best practices and design decisions directly affecting playability and retention. By examining user behavior in a variety of application types, they have identified problem areas when designing for VR. Key takeaways include designing for physical movement, user onboarding strategies, how first-time users react, and overall usage statistics.