XRDC 2018 Session Scheduler

View, browse and sort the ever-growing list of XRDC 2018 sessions by pass type, track, and format. With XRDC 2018’s Session Scheduler, you can build your schedule in advance and access it during the show via export or with the XRDC Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

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VR Interaction Design in 'Moss'

Brendan Walker (Engineer, Polyarc)

Josh Stiksma (Principal Designer, Polyarc)

Location: California West, Second Floor, Tower Building

Date: Tuesday, October 30

Time: 11:30am - 12:30pm

Pass Type: XRDC Pass - Get your pass now!

Track: Games & Entertainment

Format: Session

Vault Recording: Video

Audience Level: All

When Polyarc set out to make its first VR game, Moss, using tracked controllers, they established player comfort and approachability as their highest priority. In creating the game, the team built their world from diorama-size puzzles you interact with in 3rd person, which naturally led to the creation of a mouse as the main character a player would use to traverse the puzzles. These puzzles were composed of simple constrained physics interactions that could feel good even when using controllers with limited tracking. In this session Polyarc Engineer, Brendan Walker, will explain how the Polyarc team overcame challenges with making 3rd person character control in VR across a range of controllers used with PSVR, Oculus Rift, HTC Vive, and Windows XR.


Combining thoughtful world building with small, intimate spaces for player-character interactions provides an amazing way to build a strong emotional bond between the player and key characters in VR. Iterating and play-testing are essential for determining if all of these elements form a cohesive and engaging experience.

Intended Audience

Anyone that is interested in VR game or interaction design will enjoy this talk. This session will go into a few technical details about 3rd person character control challenges in VR, but the heart of this talk concentrates on crafting believable and engaging puzzle devices and game spaces.