VR vs. This. Damn. Week.

“This is stupid.”

That was my summary of the situation to my girlfriend this morning at 1am after I’d dragged myself off of the floor following a truly hectic Monday. I’m giving you the summary, since the longer version is indeed much longer and involves gratuitous amounts of yelling and swearing at my PC.

I’ve just finished a well deserved holiday, which explains why there’s not been a VR vs for a few weeks, it’s time I’ve been owed for a very long period that I had finally been able to cash in. Partly. Frankly I needed a break. I needed a longer break than I was able to shoehorn in the schedule. But then again we all do. It’s been a very stressful few months for Team VRFocus as we’ve gamely battled on despite being somewhat undermanned. A situation that has since been rectified with the addition of Rebecca, who I’m assuming you’ve read something from yesterday or today already and Nina whose recent videos have set Youtube all of a tiswas between pro-mobile virtual reality (VR) and anti-mobile VR folks. (A topic we’ll go into next week if possible as I’ve simply no time to do so on this one.) But yes, I was back and within the space of a few hours I was on my back. Knocked for a loop by a sucker punch combo of the Mobile World Congress (MWC) and the Game Developers Conference (GDC). Any semblance of rest painstakingly achieved obliterated because some utter nits somewhere had the clever idea to host the damn things at the same time.

Angry At Laptop

We’ve had this discussion before about the tech event calendar of course, and specifically about events relating to VR. Since the last time I mentioned the ludicrousness of the tech events calendar and how people seem to be unable to target actual gaps in in it we now have a day listed down on our little internal spreadsheet where there are FOUR, count them, FOUR events taking place at the same time. Again, we’ll be talking about this topic til the proverbial headset-wearing cows come home (would that be in ‘moo-scale VR’?); but both of these events are so big in the grand scheme of things, you have to wonder that when the second saw that the first had confirmed their dates that they hadn’t maybe considered doing something to avoid it. Because holding two events of this magnitude at the same time helps absolutely no one.

  • It doesn’t help companies and studios
  • It doesn’t help the events
  • It doesn’t help the press
  • It doesn’t help the industry
  • And it sure as hell fire doesn’t help you, the consumer

No, they aren’t exactly the same audiences but there’s the little problem of having quite a lot of the same content. Companies and studios end up either have to run two events at the same time, potentially increasing their costs and spreading themselves super thin or having to miss out. The events end up cannibalizing their own interest from enthusiasts, who may well have to pick one or the other to attend. The press are spread thinner than they otherwise would be, which actually means a net loss of coverage for the events, the creators and the products which then knocks on to you Mr/Mrs/Miss/Ms/Dr./Prof./Rt Hon. Reader-Person who then is less informed. All of us are obviously trying our best in such a situation but the result is still, at the end of the day, less.

I just don’t understand the logic. Say we were holding a big annual event and, let’s say so was, I dunno, VR Scout. Annual events that take place in the same month. We aren’t, but let us say we are. If that was the case at the beginning of the year/end of the preceding year I’d like to think one of us would have the sense to hit up the other for a chat beforehand to make sure we weren’t climbing all over each other and if we were see if we could do something about it. It’d be in our best interests. Yes, one is in America and one is in Europe but it is a global audience, following a global travelling circus. So next time could the resident ring masters at MWC and GDC maybe think ahead a little? Crikey, if CES has, praise be to all that is holy, seen enough sense to finally shift themselves so that next year’s event isn’t immediately after New Year I’m sure someone at both events has the sense to make sure this doesn’t happen again.

They won’t of course; but I can but hope.

 

Over 50 Sessions Taking Place at VRDC@GDC 2017

There’s not long to go until the annual 2017 Game Developer Conference (GDC) will be taking place in San Francisco alongside sister event, the Virtual Reality Developers Conference (VRDC). The two conferences will see professionals from across the video game industry come together and discuss anything and everything. Showing how immensely popular VR has become, VRDC will be hosting over 50 sessions over the five days, all of which have now been unveiled.

For those attending VRDC@GDC the VRDC program is sold out, but the 50+ VR sessions during the main GDC conference, summits, tutorials and bootcamps are still available.

VRDC_Header3

These sessions cover a massive range of topics, hosted by some of the biggest global companies including: Nvidia, Intel, ARM, The Khronos Group, Oculus, Tobii, Google, Microsoft and many more.

GDC isn’t just about the sessions, the event is one of the biggest in the gaming calendar, and as such developers and manufacturers do tend to make big announcements  – last year for example the PlayStation VR price and release date were revealed by Sony Interactive Entertainment (SIE).

Checkout most of the talks below for further details, and for the latest news from GDC and VRDC, keep reading VRFocus.

2 Immersive 4 VR: Reinventing ‘Rock Band’

Accelerating Your VR Games with VRWorks (Presented by NVIDIA)

Assisting VR Gameplay Through the Use of Iconographic Music

Audio Adventures in VR Worlds

Audio Bootcamp XVI: Approaching and Designing Audio for Interactive VR Applications

Awesome Video Game Data 2017

Beyond Ageism: Exploring VR Games for an Older Audience

‘Bound’: Emotions Through Ballet and Modern Art

Building Emotional VR Character Experiences Really Fast (Presented by Autodesk)

Building the Stage for an Immersive Theater VR Experience

Console to PC VR: Lessons learned from The Unspoken (Presented by Intel)

Dear VR, Where’s My Money? (Presented by Akamai)

‘DriveClub’ Audio: From Console to VR

Full Speed Flying in VR! The R&D Behind Eagle Flight (Presented by Autodesk)

Future of Art Production in Games

High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)

Higher Res Without Sacrificing Quality, plus Other Lessons from ‘PlayStation VR Worlds’

Hitting 90: Optimizing for VR, and a look at Robo Recall (Presented by Intel)

IGDA Virtual, Augmented, and Mixed Realities (VAMR) SIG Roundtable

Immersive Design: Enterprise Applications for Virtual Reality (Presented by Autodesk)

‘Job Simulator’ Postmortem: VR Design, Tech, and Business Lessons Learned

Lessons from Escape Rooms: Designing for the Real World and VR

Looking back at Arizona Sunshine: Developing Arizona Sunshine for VR with Unity (Presented by Intel)

Mobile: The Future of VR (Presented by ARM)

Punch It (Up): Writing for Star Trek in VR

Reaching the Largest Gaming Platform of all – the Web. WebGL, WebVR and glTF (Presented by The Khronos Group)

Refocusing on VR Innovation: Can Standards Simplify Cross-Platform Virtual Reality Development? (Presented by The Khronos Group)

Running a Virtual World via ECS (Presented by Amazon)

Set Graphics to Stun: Enhancing VR Immersion with the CPU in Star Trek™: Bridge Crew (Presented by Intel)

Seven Years in Alpha: ‘Thumper’ Postmortem

Steps for Effective Localization

Still Logged In: What AR and VR Can Learn from MMOs

Subdiv for the PlayStation®4 (Presented by Sony Interactive Entertainment America)

Success in Mobile VR Development

Teaching Virtual Reality Game Development

Technical Artist Bootcamp: A Tech Artist’s Guide to VR

The Autodesk Vision and Strategy for Games and VR (Presented by Autodesk)

The Future of Eye Tracking Technology (Presented by Tobii)

The Future of VR and Mobile Graphics (Presented by Imagination Technologies)

The Interaction Design of ‘Oculus Medium’: Sculpting in VR

The Interaction Design of ‘Oculus Medium’: Sculpting in VR

The State of QA: A Discussion

True Audio Next and Multimedia AMD APIs in games and VR applications development (Presented by AMD)

Virtual Insanity: Lessons Learned from Creating a Virtual Reality Engine

Virtual Reality and the Future of Commerce (Presented by Digital River)

VR 201: Lessons from the Frontlines (Presented by Oculus)

VR Best Practices: Putting the Fun in VR Funhouse (Presented by NVIDIA)

VR Discussion Panel – What We Have Learned and Predicting the Future (Presented by Autodesk)

VR Market 2017: Data and Insights

What to Pack: Exploring VR and AR with Daydream & Tango (Presented by Google Inc.)

Windows Holographic Rendering: One SDK to target VR and AR ecosystems (Presented by Microsoft)

HBO Revealing Further Details on WestWorld: A Delos Experience at VRDC

In just over a months time the 2017 Game Developer Conference (GDC) will be taking place in San Francisco as well as its sister event, the Virtual Reality Developers Conference (VRDC). The event is one of the biggest in the gaming calendar, with plenty of announcements usually taking place – last year for example the PlayStation VR price and release date were revealed. As it is a conference there will be plenty of talks being held, one of which will be from Home Box Office (HBO) discussing virtual reality (VR) project WestWorld: A Delos Experience.

Taking to the stage will be HBO creative lead, Colin Foran, in a session called WestworldVR: Combining Linear and Interactive Content to Tell Character Centric Stories. He’ll be covering the general production and solving the issues around transforming traditional linear content into an immersive experience.

westworld

The official description for the session notes: “Over the last two years, an internal team within HBO has worked closely with showrunners to prototype storytelling experiences using compelling new technologies. The result, “WestWorld: A Delos Experience” is a room-scale VR installation that tells a coherent, character centric story using several new technologies. Combining realtime rendering, 360 video, interactive props and a physical set buildout staffed with actors, the piece represents a strong statement of intent to embrace new storytelling methods.”

GDC 2017 and the VRDC will take place from 27th February – 3rd March at the Moscone Center in San Francisco. For further details on the event, keep reading VRFocus.

First Sessions Announced for VRDC@GDC 2017

The Virtual Reality Developers Conference (VRDC) took place last week in San Francisco, California, as a separate event from the Game Developers Conference (GDC) from which it was first created. Now the first session details have been released for both VRDC and GDC 2017 which take place in March.

Currently Jesse Schell, CEO – Schell Games has been confirmed for VRDC@GDC. He’ll be hosting a session titled ‘Lesson Learned from a Thousand Virtual Worlds’.

“Jesse Schell has been teaching the Building Virtual Worlds class at Carnegie Mellon University for over a decade. In that time, his students have created over 1000 experimental VR worlds. In this talk, through copious examples, he will present lessons learned from watching, guiding, and experiencing these experiments. Lessons span from prototyping (importance of gold spike, find the toy first, do what your tech is good at) to neurology (eye tracking feels like mind control, the magic of mirror neurons) to showmanship (escalation blows people’s minds, liveness is magical),” the description notes.

Part of GDC but not on VR there’s Bob Bates an independent dev who’ll be looking at ‘Creating Franchise Characters’; Jonathan Ingold, inkle Ltd, discussing ‘Narrative Sorcery: Coherent Storytelling in an Open World; and Ubisoft’s Aurélie Le Chevalier, who’ll be looking at ‘Modify Everything! Data-Driven Dynamic Gameplay Effects on ‘For Honor’.

VRDC@GDC 2017 will take place over one week, with the conference running from 27th – 28th February, and the expo from 1st – 3rd March 2017. The event features an extensive list of prices all of which can be seen below.

GDC17_Pass_Pricing
* Limited number of passes available
** Available for purchase on–site only on Friday, March 3, 2017. Must be at least 18 years old and provide proof of current enrollment (i.e. a valid student ID)

For all the latest details on VRDC@GDC 2017, keep reading VRFocus.