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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. From Game Jam to Publisher
    Immersive storytelling with Mobile VR
    /c/nobleackerson
    /nobleackerson

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  2. Hi, I'm Noble
    Recovering Founder, Product
    UBICOMP Chairperson
    ubicomp.org/ubicomp2017

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  3. My Journey into
    Virtual Reality

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  4. http://bit.ly/MoTGTVR
    Mystery of the Golden Throne
    Mystery of the Golden Throne

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  5. Inspiration through
    Game Jams

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  6. Why mobile VR?
    Image Credit: https://dribbble.com/rjth

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  7. Wireframe on Paper

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  8. Prototype in VR

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  9. Hold on a sec

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  10. 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

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  11. TIME FOR SOME VR
    TIME FOR SOME VR
    Image Credit: Giphy

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  12. Optimize for Mobile VR
    Image Credit: UploadVR.com

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  13. Getting started: Requirements
    Prerequisites for Mobile VR:
    ● Install Unity
    ○ Android, WebGL, or iOS
    ○ Java Dev Kit , Android Software Dev Kit
    ○ Google VR SDK
    ○ Drivers

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  14. Getting started:
    Requirements
    ● Install Unity
    ○ Android, WebGL, or iOS
    ○ Java Dev Kit , Android Software Dev Kit
    ○ Google VR SDK
    ○ Drivers

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  15. Mobile VR
    Optimization
    ● Optimization/Settings
    ○ Build
    ○ Player
    ○ Quality
    ○ Graphics

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  16. Camera/Using the reticle
    Image Credit: https://dribbble.com/rjth

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  17. Swapping
    to editor

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  18. UI depth and eye strain
    Image Credit: https://dribbble.com/jonathanlarradet

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  19. Swapping
    to editor

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  20. Keeping user grounded
    Image Credit: Southpark

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  21. Swapping to editor - See Github /stigsfoot for source

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  22. Using constant velocity
    Image Credit: Community

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  23. Swapping to Visual Studio - See Github /stigsfoot for source

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  24. Guiding with light, sound, motion

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  25. Swapping to Visual Studio - See Github /stigsfoot for source

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  26. Swapping to Editor

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  27. Testing
    Comfort, Happiness, Engagement, Task
    Success
    Image Credit: Radio

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  28. Adhering to guidelines and publishing

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  29. 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

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  30. 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

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