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Session Name:

Taming Innovation: What Non Traditional Gaming Can Teach Us About VR


As VR is such a new medium, many people are trying a variety of different prototypes with results stretching from questionable to amazing. How can we focus our efforts to be confident of success? The best results come from throwing out the design rule book and starting a fresh, by putting the player first and asking the following questions can really help.
1. How do we want the player to feel?
2. How can they control & engage in the world we create?
3. How can they share their experience with others?
These can lead to our ultimate goal: how do we get them to forget they are in VR and believe they have been transported to another world?
Dave's experience running Sony's London Studio means that he has been at the forefront of VR development with experiences such as The deep, luge VR & The London Heist (working titles). In fact the studio has a history of innovation and forging new territory in games with the introduction of camera games, AR, motion control, and in room social games.
By drawing on this heritage Dave hopes to show a path through what can be a complex landscape of prototyping & development, and give some pointers to future opportunities in VR.

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  • VRDC @ GDC 2016
  • Dr. Dave Ranyard
  • Independent
  • free content
  • Game VR/AR
  • Virtual / Augmented Reality