Want a reason to pick up your badge early (meaning you won’t have to queue on Tuesday morning)? How about joining us at Chartboost‘s incredible San Francisco office – just two blocks from VRC venue Bespoke – where we’ll have drinks, nibbles, networking… oh, and your badge, of course.
(Warning: once you’ve experienced Chartboost’s workplace you may have trouble going back to your own.)
Monday June 26th
85 2nd Street, Suite 100
The VR Indie Pitch is a mammoth developer pitching competition open to all types of independent developers working on VR, wherever they are based. Aside from the chance to get their game in front of the leading media influencers and potential publisher partners, this VR Indie Pitch also rewards the top developers with a share of a promotional prize package worth $7,000. READ MORE
Insights from our community, the cohorts that exist within it, and more.
A special ‘taster session’ that both introduces the VR Connects content (running all of Day 2) and segues into the VR Indie Pitch winner announcement at the end of a busy Day 1.
The VR Indie Pitch is a mammoth developer pitching competition open to all types of independent developers working on VR, wherever they are based. Aside from the chance to get their game in front of the leading media influencers and potential publisher partners, this VR Indie Pitch also rewards the top developers with a share of a promotional prize package worth $7,000.
At the end of Day 1, in Track Room 1, the winners of this year’s VRC San Francisco VR Indie Pitch will be revealed on stage.
Each day there’s more talk about VR, and advertisers are taking notice. Learn about the evolution of ads in new platforms and where it’s going, so that you can get ahead of the curve.
Despite all of the hype and buzz surrounding VR over the past several years, the VR gaming market is still poorly understood by many observers. 2016’s commercial launch year for some of VR’s key platforms was marked by disappointment, with 2017 still clouded in uncertainty over the future trajectory of the category, the key catalysts and drivers, as well as the risk factors that could prevent VR from ever reaching its full potential. In this presentation, IDG Consulting’s President, Yoshio Osaki, walks you through the major trends in VR gaming, with insights into key players, monetization trends, industry best practices, comparative analysis between Asia VR versus Western VR, and IDG’s outlook for VR gaming’s future.
Any presentation about the impact of VR is brimming with words like “immersion”, “pervasive” and “presence”, but not always with much thought to what those mean in terms of the way our brains work, or why VR feels fundamentally different from previous technologies. Neuroscience gives us some very interesting insights about how games interact with our brains, and how elements like head tracking, eye tracking, physical proximity and other experiences possible in VR can evoke those reactions. This talk will delve into those insights, and what it may mean for storytelling and gameplay in VR, both with existing and emerging technologies.
Mark Zuckerberg’s “We’re making the camera the first augmented reality platform” kicked off the mobile AR platform war, with Facebook, Apple, Google, Tencent, Snap, Alibaba, Baidu, Samsung, Huawei and more fighting over a mobile AR market that could hit over a billion users and $60 billion revenue globally by 2021. So where our “VR will be big, AR will be bigger and take longer” from 2 years ago has become accepted wisdom, mobile AR could now become the primary driver of a $108 billion combined AR/VR market by 2021 (AR $83 billion, VR $25 billion). If you want a deep dive on why the AR/VR inflection point is now within sight, the winners and losers, and how to take advantage of it all, this is the one for you.
What can we measure in VR and AR, and how do we relate spatial metrics to behavior? Robert Merki will show you, through examples of real industry findings with VR/AR analytics.
VR is becoming one of the hottest sectors for investors, but it is still very hard to get investment for gaming studios. This session will introduce best practices for how to fundraise for VR gaming studios.
Industry veteran and President of the AIAS, Mike Fischer, moderates a panel of VR/AR/MR experts who’ll focus on discussing the opportunities available to developers looking for investment in this sector.
Hungry? You get 50 minutes to eat. Go.
This session will closely examine the technical breakthroughs behind the NBA VR app, created by Digital Domain in partnership with NBA and Google. Designed for Daydream by Google and taking full advantage of the Daydream VR controller, the app features a brand new original series, “House of Legends” that brings fans face-to-face with former NBA icons, as well as game coverage and highlight reels on demand.
Google Play has become a critical platform for game developers to reach a wide and diverse audience. As VR is a nascent technology, both platform and developers have an opportunity to create a marketplace that offers a similarly broad and diverse catalog. In this talk, Mike Almeraris shares how Google Play is adapting its store management approach to programming the launch portfolio of games for Daydream – with the goal of moving VR from a novelty to a mainstream movement.
A snapshot of today’s VR landscape including learnings from SVRVIVE Studios and the team’s own experience of how to enter the VR market, why VR itself, and thoughts on imagination (stories), exploration (worlds) and emotions (immersion).
With a start in mobile gaming, building for VR already came with its own set of challenges, let alone being situated in a market with a very young gaming community and no VR community to rely on for information sharing and collaborations. In my talk, I will tell you how we overcame those challenges and how we efficiently made the switch from mobile to VR.
Although Tadhg Kelly works in developer relations these days his background is as a game designer (in the UK for 10 years then the US for 4). He’s been working with numerous VR developers over the last year and seen many good and bad executions of VR games as a result, and as a designer it’s led him to formulate many ideas about what good and bad VR means. His talk focuses on this and presents some rules of the road for studios getting into VR or struggling with existing titles.
Study case for Now You See Me In VR, a movie tie-in game with Lionsgate.
Lessons learned from our released and WIP Tango games: AR gives players not only a sense of presence but also the freedom to choose their own viewpoint. Control of the camera moves from developers to players, and game objects start to take on the properties of physical objects. This is likely to open up new categories of games, and shift existing 2D genres into 3D.
Many developers tackling VR underestimate the performance requirements of building a stereoscopic game at over 90 frames per second. Whether digging into technical features or building VR-ready content, this presentation should get you used to the potential hurdles building a game for VR that runs smoothly, as well as provide some practical examples for how to optimize content for any type of game, VR or otherwise.
Neil Trevett is the president of the Khronos Group, a non-profit consortium committed to creating royalty-free open standards for graphics, parallel computing, vision processing, and dynamic media on a wide variety of platforms – and they’ve just announced the working group for their VR and AR standard: OpenXR. The group is made up of a who’s-who of VR industry leaders. Neil will discuss what it would take for VR to go mainstream from a content standpoint and how open standards are combating industry fragmentation. API fragmentation results in application developers having to spend significant time, money, and resources integrating with a variety of hardware. On the hardware side, companies have to convince both application developers, as well as game engine providers, to support their new devices. Beyond developers, API fragmentation poses a problem for consumers who need to check if their favorite hardware is compatible with the applications they wish to use, and are unsure whether today’s software will be compatible with tomorrow’s hardware. An industry standard will allow application developers to spend more time on creating amazing experiences and less time on getting the experiences to work on a myriad of hardware combinations. It will also enable device vendors to have more content available on their platforms and will future-proof their investments. This presentation will look at the development process and roadmap for OpenXR and the impact that open standards will have on mass-market adoption of VR.
VR provides an incomparable immersive experience that can enrich existing services, as well as create new niche use cases. If you have an idea of how VR can make a change, whether it’s B2B, B2C, educational or recreational, make it a reality today. CTO Deniz Opal talks about how the platform developed at Hologram LTD can help you take control of your delivery pipeline, and catapult you ahead of the stalling “VR is not there yet” crowd.
Even though English is the lingua franca in game development actually less than half of the possible clients speak English and especially for Virtual Reality you need to make sure that your players understand your game as quick as possible since it’s incredibly important to give them a good feeling from the first second or else they might feel lost and will not try the game a second time. Additionally the non-English speaking market is huge and localizing any game brings a very big potential for better monetisation. But translating games is no easy job. You need to get the texts out of your game and into the hands of native speakers for every major language who quite often have no clue what the game is about. To ensure translation quality you need to provide them a lot of context. That means all text elements with their descriptions as well as screenshots and testbuilds of the game need to be constantly sent around and updated. And while there are some translation management solutions that support you in the process for traditional and mobile games there are none that have proper support for vr games. Regular screenshots do not work very well to explain the context of a vr scene to the translator. It’s also not easily possible to deliver testbuilds since translators would need to have vr equipment and even if they have, it’s quite complicated to deliver updates to test the translations quickly. The talk will propose tools and workflows to deal with these issues, e.g. how to capture 360 degree screenshots and preview them in a translation management platform, maybe use cheap cardboards to preview scenes and update text over-the-air to let translators preview the translations in-game without creating new builds.
With the promise of VR gaming becoming a reality, there has been an increased interest from game designers and developers in leveraging new technologies to create fully immersive gaming experiences. As developers and technologists continue to drive VR gaming innovation forward, one thing has become clear: to feel fully immersed in the VR experience, gamers must be able to interact and feel things around them in their virtual environment to feel present. From the impact of bouncing a basketball to the tension of a bow and arrow, the sense of touch helps anchor the user into the VR environment and creates presence, thus enabling a fully immersive experience. With a deep understanding of the science behind how people react to touch, grounded in extensive research, Matt Tullis will discuss how the combination of haptic technologies, audio and visual stimulus can create presence and help make a truer VR experience.
Being a member of the media, SJ Kim is able to gauge the audience’s interest in the VR industry. As of right now, he argues, the public is seeing it as fad rather than a technology that can stand the test of time. In this session he’ll provide a media outlet’s perspective on the reasons responsible for this perspective – and how to alter it.
Virtual Reality has been a buzzword for years now, with a tremendous amount of global support and innovation happening at an extremely quick pace. We can palpably see the influence this technology has on numerous key segments such as entertainment, advertising, and education. But where is it all going? What can expect in 5 years? This talk will examine the future of Virtual Reality content from a VR development perspective and identify some key predictions for the future of this industry.