Organizers of the Virtual Reality Developers Conference, the premier event for creators of immersive VR (and AR) experiences, are excited to announce that VRDC is evolving to become XRDC, a new event encompassing the rich diversity of immersive experiences.
This is exciting because XRDC promises to be the premier conference for virtual reality, augmented reality, and mixed reality innovation. The event is taking place October 29th and 30th at the Westin St. Francis Hotel in San Francisco, and now is the time to submit your pitches for talks!
Specifically, the XRDC Advisory Board is accepting submissions exploring virtual, augmented and mixed reality pertaining to healthcare, education, and training applications as well as both game and non-game entertainment-immersive development.
One of the big challenges in any medium, but especially VR, is the challenge of creating authentic, likable characters for an audience to interact with. It’s a task that involves artists, writers, and engineers coming together to hopefully create a fictional entity that will win the hearts and minds of people everywhere…but when you’ve got a whole new medium on your hands, how do you do that?
At GDC 2018, Polyarc engineer Brendan Walker hopes to answer that question in a session about the studio’s debut game Moss. To help attendees get introduced to one of the people who brought the charismatic mouse Quill to life, we’ve reached out to Walker for a quick Q&A about his work, which you can read below!
Don’t miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like Walker’s. For more visit the show’s official website.
If you’re coming to the Game Developers Conference in San Francisco this month and you have any interest in how devs are learning to tell compelling stories in virtual reality, we have a talk you won’t want to miss!
As part of VRDC @ GDC, Baobab Studios cofounder Eric Darnell will be presenting “‘INVASION!’: Crafting a VR Story“. Boabob creates animated VR experiences, and in his talk Darnell will break down the challenges of telling a narrative VR story where the user has control, as well as techniques Baobab has developed to tackle them.
Notably, Darnell will use Baobab’s recent interactive VR story INVASION! to illustrate how the studio works to strike the right balance between storytelling and gameplay. Don’t miss it!
Next month the Game Developers Conference in San Francisco will once again feature a curated selection of great stuff for virtual reality developers under the aegis of VRDC @ GDC — including an array of great talks from top VR/AR creators!
Notably, the “‘CocoVR’: Engineering a Cinematic Experience, Spherical Multi-Projection” session — part of the Entertainment AR/VR track of VRDC @ GDC talks — will see Magnopus‘ Luke Schloemer and Xavier Gonzalez discussing how the team at Magnopus (a visual development and experience company) used textures created by Pixar’s rendering pipeline so they could texture the static geometry with lighting equivalent to what they have in their films.
It’s been roughly one year since Sony launched its console VR headset, the PlayStation VR. While the headset made waves early on by selling 1 million units after eight months, Sony has been largely quiet about the headset’s sales since, even as an updated model hits shelves.
Engadget recently published a story that digs into the state of VR both at the time of the PSVR’s launch and the current moment. The story in itself offers an interesting look at first console VR option, but a comment from Sony on what games seem to shine on console VR might be especially interesting to game developers
Starbreeze has handed majority control of its StarVR virtual reality platform over to Acer.
The pair initially joined forces in May last year, with Acer offering to help Starbreeze design, manufacture, promote, market, and eventually sell the headset.
At the time, both companies agreed to equally invest up to $25 million in the project. As of today, both have invested a combined $10 million, but Acer will be the sole investor moving forward.
It was announced at the Adobe MAX conference in Las Vegas that Project CloverVR, a VR editing interface for editing immersive media is now available for Premiere Pro as part of this week’s Creative Cloud release.
Users can utilize CloverVR and edit within Premiere while wearing a VR headset, no longer being constrained to a conventional monitor when editing immersive content.
Couldn’t make it to VRDC Fall 2017? Catch up on Gamasutra’s coverage of the show here!