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From Game jams to Publisher, Building Immersive VR experiences

From Game jams to Publisher, Building Immersive VR experiences

Presented in May 2017 at DevFest DC. Finished VR experience is available for Google Cardboard on the playstore, Source available on Github.com/stigsfoot

Noble Ackerson

May 07, 2017
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  1. 3 General Principles • Be mindful that with VR, there

    is no canvas. (new experiences, perspectives, and abilities). • Optimize for 30 minute sessions. • Remember your User will be experiencing your app in the home, comfortably seated
  2. Getting started: Requirements Prerequisites for Mobile VR: • Install Unity

    ◦ Android, WebGL, or iOS ◦ Java Dev Kit , Android Software Dev Kit ◦ Google VR SDK ◦ Drivers
  3. Getting started: Requirements • Install Unity ◦ Android, WebGL, or

    iOS ◦ Java Dev Kit , Android Software Dev Kit ◦ Google VR SDK ◦ Drivers
  4. Conclusions Privacy implications of VR What comes next for MoTGT?

    This project available on Play Store/Github @stigsfoot Slides will be shared on Twitter. @nobleackerson
  5. Resources Designing for Virtual Reality By Casey Hopkins The Fundamentals

    of User Experience in Virtual Reality by Daniel Allen UX & VR - Designing for interfaces without Screens by Prashanth Shanmugam Immersive Design: Letting Go of the Screen by Matt Sundstrom Some thoughts about designing for VR by Carleton DiLeo UX Pointers for VR Design by Timoni West Get Started with VR: User Experience Design by Adrienne Hunter