VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
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
Accessibility in VR: How It Can Be Better
by Andrew Eiche
(Owlchemy Labs)
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
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
Playtesting VR: Brownboxing, Spycams, and Fuzzy Rugs
by Shawn Patton
(Schell Games)
Game 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
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