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Oculus VR at GDC Part II

Posted: Fri Apr 04, 2014 6:53 am
by Neil
Kris Roberts is back to cover the second GDC 2014 Oculus VR Session: Developing Virtual Reality Games and Experiences.

[stimg='Tom Forsyth, Software Architect, Oculus VR' url=http://www.mtbs3d.com/gallery/albums/us ... CF9773.jpg]http://www.mtbs3d.com/gallery/albums/us ... CF9773.jpg[/stimg]
Tom Forsyth | Software Architect, Oculus VR

Virtual reality is significantly different to monitor-based games in many ways. Many choices that are merely stylistic for traditional games become incredibly important in VR, while others become irrelevant. Working on the Team Fortress 2 VR port to taught me a lot of surprising things. Some of these lessons are obvious when looking at the shipped product, but there are many paths we explored that ended in failure, and minor subtleties that were highly complex and absolutely crucial to get right. In this talk, I'll focus on a handful of the most important challenges that designers and developers should be considering when exploring virtual reality for the first time.

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Re: Oculus VR at GDC Part II

Posted: Sun Apr 06, 2014 10:52 pm
by geekmaster
I think that is my hair in the lower-left corner of that first photo. Karl Krause was sitting to my left in the front row, and he handed me an invitation for the already-full VR mixer when I said "I'm geekmaster". He told me "We can't leave out 'The Geekmaster!'". It is good to have a respectable reputation...
:D