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Pass Type: XRDC Pass - Get your pass now!
Track: Games & Entertainment
Vault Recording: TBD
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.
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.