game development in vr - marco colombo

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19/03/2016

Marco ColomboSoftware Engineer andIndie Game Developer

About me

Computer Engineer

Scrum Master

Games Developer

Background

The current state of VR

Q1 2016 was expected to be the “VR boom” and...it’s ON!

Everybody is now onboard:

Oculus (Oculus Share, Rift, GearVR)Valve (Steam VR, HTC Vive support)Sony (PlaystationVR formerly Morpheus)Google (YouTube 360, Cardboard)Many other products/services…

VR content demand is sky-high

The Cell VRThe first full body mortion tracking VR experience

The mobile golden age

Almost every company who makes digital products, is moving to mobile.

HTML5 is becoming the new web standardAR products are boomingNintendo (!) is doing itActivision/Blizzard bought King

Specialising on desktop may be risky

Therefore...

Versatile

Designed to reach multiple platforms since it was released

The community is massive

Real time Game Window is extremely powerful

GDC 2016 - Unity VR Support

One system to rule them all:

The concept of a VR framework

CameraSystem

InputSystem

GAME REQUIREMENTS

VISUALISATION PLATFORM DESKTOP

PLATFORM

MOBILE PLATFORM

Advice for VR Game Development - Generic -

Take advantage of UnityInspect your game in the game window AND in the VR headset, constantly.

VR is a young technologyBe ready to tackle change. Be very patient!

Build your own (reusable) “VR tools”Create helpful tools to build generic VR content.

Advice for VR Game Development - Framework -

Base your framework on your experience: Identify common patterns

Abstraction and reusability:Think in advance of the most generic solution. Design is vital.

Modular and event-based approach:Decouple responsibilities using managers and modules that talk to each other through events

Automate:Create plugins and tools to support your development

Iterate on your framework after every implementation:Keep it up to date on what has been learned

Advice for VR Game Development - Your game -

Strafe? Camera local rotations? Think againThey provoke motion sickness, very easily. (Check the VR-PS4 announced titles for reference)

FPS has to be flawless.Try to optimize rendering to hit the highest possible framerate. Low FPS rates will cause MS. (Apparently Sony will require at least 60 fps)

Create a smart GUIThis is tricky but when you are happy, drop it in your framework!

Be inspired by the world around youPotentially, even the simplest thing that you do everyday in real life can be a fun VR game. Be creative and inspired. Always.

Be Agile.Make your life better.

For everybody.

Combining tools and agile frameworks is extremely powerful:Optimize your velocityIncrease the quality of your product (by

learning)Reduce stress and confusion

Recommended key tools

Google Trello GitHub SourceTree

DamnfieldsOculus VR Mobile Jam 2015 finalist

Download and rate Damnfields for free

today!

WearVROculus Store Oculus Share

Available for GearVR and Oculus DK2

ConclusionIt’s a great time to be working in VR

Share your knowledge

Follow latest tech trends

Be inspired, creative and think out of the box

Consider multi-platform solutions

Email: mrcojo85@gmail.com

Web: mrcojo.com

Let’s stay in touch!

Thank you.Any questions?

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