Difference between revisions of "Being There: Designing Standing VR Experiences with Tracked Controllers"
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− | [[Being There: Designing Standing VR Experiences with Tracked Controllers]] is a [[Game & App Design]] [[talk]] by [[Alex Schwartz]] ([[Owlchemy Labs]]), [[Devin Reimer]] ([[Owlchemy Labs]]) during the [[Oculus Connect 2]] on September 24, 2015. | + | [[Being There: Designing Standing VR Experiences with Tracked Controllers]] is a [[Game & App Design]] [[talk]] by [[Alex Schwartz]] (CEO of [[Owlchemy Labs]]), [[Devin Reimer]] (CTO of [[Owlchemy Labs]]) during the [[Oculus Connect 2]] on September 24, 2015. |
==Description== | ==Description== |
Revision as of 05:04, 8 September 2015
Being There: Designing Standing VR Experiences with Tracked Controllers | |
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Information | |
Event | Oculus Connect 2 |
Type | Game & App Design |
Speaker | Alex Schwartz, Devin Reimer |
Location | Loews Hollywood Hotel, Hollywood, CA, U.S. |
Date | 9/24/2015 |
Time | 5:30PM PST |
Duration | 60 minutes |
Description
Designing for standing VR with tracked controllers is a novel challenge. True 1:1 motion controls make incredible things possible. Owlchemy Labs shares their experiences designing standing VR experiences learned through the development of Job Simulator. Watch as the team discusses tracked input, considerations for real-world ergonomics, skill transference in VR, accommodating for varied height experiences, designing around the tether, and dealing with the constraints of occlusion and locomotion, among other lessons learned.