VRDC @ GDC 2018
'Carne y Arena': Uncompromising Audio for Narrative VR
by Bill Rudolph
(Skywalker Sound)
Entertainment VR/AR
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'INVASION!': Crafting a VR Story
by Eric Darnell
(Baobab Studios)
Entertainment VR/AR
VRDC @ GDC 2018
'Pac-Man' HoloLens: Developing a Mixed Reality Game for a Broad Audience
by Hirofumi Motoyama
(Bandai Namco)
Game VR/AR
VRDC @ GDC 2018
1 Game, 6 Headsets, 10 Controllers: Multiplatform VR with 'Floor Plan'
by Nic Vasconcellos
(Turbo Button)
Game VR/AR
VRDC @ GDC 2018
Accessibility in VR: How It Can Be Better
by Andrew Eiche
(Owlchemy Labs)
Game VR/AR
VRDC @ GDC 2018
Co-op for Humanity: Collaborative Virtual Reality for Astronaut Training
by Jennifer Scheurle
(Opaque Space)
Game VR/AR
VRDC @ GDC 2018
Cone Marching in VR: Developing a Fractal Experience at 90fps
by Johannes Saam
(Framestore)
Entertainment VR/AR
VRDC @ GDC 2018
Dialed-Down Design: Insights from Developing VR for People with Autism
by Lori Landay
(Berklee College of Music)
Entertainment VR/AR
VRDC @ GDC 2018
Explorations in XR Creation Tools
by Amy DiGiovanni
(Unity Technologies)
Game VR/AR
VRDC @ GDC 2018
Exploring the Unsolved Challenges of VR Gaming
by Kevin Harper
(ustwo games)
Game VR/AR
VRDC @ GDC 2018
Give Your Fans Tears of Joy: A 'Star Wars VR' Retrospective
by Kieran Crimmins
(Criterion Games)
Game VR/AR
VRDC @ GDC 2018
Going Beyond Games: VR Journalism at the Guardian
by Francesca Panetta
(The Guardian Media Group)
Entertainment VR/AR
VRDC @ GDC 2018
Hardware vs. Software: UX Loops, 1960s to Now
by Timoni West
(Unity Labs)
Game VR/AR
VRDC @ GDC 2018
HoloLens and Beyond: AR Game Design Challenges and Open Problems
by Bart Trzynadlowski
(Independent)
Game VR/AR
VRDC @ GDC 2018
Journey of 'Mission: ISS': Art Breakdown and Discovering Locomotion for ...
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
Lessons Learned from 'The Gallery, Episode 2: Heart of the Emberstone'
by Denny Unger
(Cloudhead Games)
Game VR/AR
VRDC @ GDC 2018
Let's Create Better VR Trailers! (Seriously, Stop Using First Person Foo...
by Kert Gartner
(kertgartner.com)
Entertainment VR/AR
VRDC @ GDC 2018
Mind Control in Mobile VR: Gaze Activated UI in 'SingSpace'
by Jeff Hesser
(Harmonix)
Game VR/AR
VRDC @ GDC 2018
Performance Panel
by Andy Moore
(Radial Games)
Game VR/AR
VRDC @ GDC 2018
Playtesting VR: Brownboxing, Spycams, and Fuzzy Rugs
by Shawn Patton
(Schell Games)
Game VR/AR
VRDC @ GDC 2018
Postmortem: VR Development of 'Paranormal Activity: The Lost Soul'
by Russell Naftal
(VRWERX)
Entertainment VR/AR
VRDC @ GDC 2018
Room for Everyone: The 'Rec Room' Approach to Community VR
by Cameron Brown
(Against Gravity)
Game VR/AR
VRDC @ GDC 2018
Secrets of AAA Immersive Audio Production for New Realities
by Kevin Bolen
(Skywalker Sound)
Entertainment VR/AR
VRDC @ GDC 2018
The Art of VR Microtalks
by Ashley Pinnick
(Google)
Entertainment VR/AR
VRDC @ GDC 2018
The Magic Behind 'Joshua Bell VR': Immersive Video with Positional Tracking
by Ian Bickerstaff
(Sony Interactive Entertainment Europe)
Entertainment VR/AR
VRDC @ GDC 2018
The Portal Locomotion of 'Budget Cuts'
by Freya Holmer
(Neat Corporation)
Game VR/AR
VRDC @ GDC 2018
The Story of 'Luna': Designing Accessible PC and VR Experiences
by Robin Hunicke
(Funomena)
Game VR/AR
VRDC @ GDC 2018
Untethered: Building Apps Beyond Room-Scale
by Blake Gross
(Microsoft)
Entertainment VR/AR
VRDC @ GDC 2018
Water Simulation and Rendering in the VR Film, 'Arden's Wake'
by Devon Penney
(Penrose Studios)
Entertainment VR/AR
VRDC @ GDC 2018
Who Am I? Role and Narrative in 360 Video
by Mike Scanlon
(foundry10)
Entertainment VR/AR