game development in vr - marco colombo
TRANSCRIPT
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19/03/2016
Marco ColomboSoftware Engineer andIndie Game Developer
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About me
Computer Engineer
Scrum Master
Games Developer
Background
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The current state of VR
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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
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The mobile golden age
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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
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Therefore...
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Versatile
Designed to reach multiple platforms since it was released
The community is massive
Real time Game Window is extremely powerful
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GDC 2016 - Unity VR Support
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One system to rule them all:
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The concept of a VR framework
CameraSystem
InputSystem
GAME REQUIREMENTS
VISUALISATION PLATFORM DESKTOP
PLATFORM
MOBILE PLATFORM
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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.
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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
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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.
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Be Agile.Make your life better.
For everybody.
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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
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Download and rate Damnfields for free
today!
WearVROculus Store Oculus Share
Available for GearVR and Oculus DK2
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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
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Thank you.Any questions?
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