You are currently viewing VR Talks: Leap Forward

VR Talks: Leap Forward

[vc_row type=»in_container» scene_position=»center» text_color=»dark» text_align=»left» overlay_strength=»0.3″][vc_column column_padding=»no-extra-padding» column_padding_position=»all» background_color_opacity=»1″ background_hover_color_opacity=»1″ width=»1/1″][vc_column_text]If we are discussing trends in game industry now, we just have to mention VR/AR. Some are just talking about it, others are looking at the potential and then there are those who have already hopped on top. At DevGAMM we decided to take a closer look at this trend and gathered experts from around the world to share their insight.[/vc_column_text][divider line_type=»No Line» custom_height=»40″][vc_column_text]

Session: Virtual Reality in 2016 from Valve’s point of view

[/vc_column_text][divider line_type=»No Line» custom_height=»40″][image_with_animation image_url=»6338″ alignment=»center» animation=»Fade In»][divider line_type=»No Line» custom_height=»40″][vc_column_text]Chet will provide an overview of trends in Virtual Reality this year. He will talk about what Valve has learned from working internally and with outside developers and discuss the future potential for virtual reality.

Chet Faliszek is an American videogame writer and one of the main writers for the Valve Corporation. He has worked together with his co-writers in order to create the storylines for the Half-Life and Portal series, along with having personally written the story for Left 4 Dead.

Red Hall, November 11, 11:30[/vc_column_text][divider line_type=»No Line» custom_height=»40″][vc_column_text]

Session: UX and Interaction in Virtual Reality

[/vc_column_text][divider line_type=»No Line» custom_height=»40″][image_with_animation image_url=»6342″ alignment=»center» animation=»Fade In»][divider line_type=»No Line» custom_height=»40″][vc_column_text]2016 has been called “The year of VR”, but reality is that we’re very far from getting a proper ‘killer application’ for this medium. Interaction in VR is still largely uncharted territory, and we need to build a shared vocabulary of verbs and rules of interactivity and UX to be able to create the next-level VR games and applications.

Previously developing games with his own company, Ciro Continisio recently joined Unity as Tech Evangelist for the EMEA region. His job is technically going around Europe and spread the word about Unity, but you’ll also hear a lot about good game development practices and game design, for which he has a soft spot. He also has a passion for education and teaching, and is a restless advocate for game jams.

Red Hall, November 11, 10:00[/vc_column_text][divider line_type=»No Line» custom_height=»40″][vc_column_text]

Session: Crazy things that only work in VR

[/vc_column_text][divider line_type=»No Line» custom_height=»40″][image_with_animation image_url=»6343″ alignment=»center» animation=»Fade In»][divider line_type=»No Line» custom_height=»40″][vc_column_text]Working on Mosh Pit Simulator, Sos have found out that there are many funny glitchy situations you can get away with in VR as opposed to traditional format video games. Things that look simply broken on a screen, will terrify you in VR, and things that work really well in a normal game would not cut it inside a helmet.

Sos Sosowski is  a mad scientist of video games, creator of McPixel Thelemite and other games you never heard about. Lover of retro hardware and game jam enthusiast. Formerly a teacher. Currently working on Mosh Pit Simulator, on a quest to create the worst game ever.

Red Hall, November 10, 17:00[/vc_column_text][divider line_type=»No Line» custom_height=»40″][vc_column_text]

Discussion panel: New realities and form factors in gamedev

[/vc_column_text][divider line_type=»No Line» custom_height=»40″][vc_column_text]The discussion will be about the history and fast development of VR, AR devices, about how different types of immersion influence players. The experts are going to discuss the trends of virtual and augmented reality, bring up the topics of tracking, interaction with the game, work with the senses and neural interfaces.

Hosted by: Andrey Ivashentsev, Chief Innovation Officer, Game Insight

Participants include:

  • Dmitrii Kirillov, CEO, VRARLab, CEREVRUM
  • Gleb Khodorkovsky, CEO, Neuro.institute
  • Alexander Lukichev, Chief Information Officer, VRTech

Orange Hall, November 10, 15:00

 

Your time to learn about VR is here. Buy tickets now.

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