{"id":4714,"date":"2017-11-08T22:07:00","date_gmt":"2017-11-08T22:07:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/309269"},"modified":"2017-11-08T22:07:00","modified_gmt":"2017-11-08T22:07:00","slug":"video-devs-share-tips-on-creating-immersive-virtual-reality-worlds","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/11\/08\/video-devs-share-tips-on-creating-immersive-virtual-reality-worlds\/","title":{"rendered":"Video: Devs share tips on creating immersive virtual reality worlds"},"content":{"rendered":"<p>One of the key selling points of virtual reality is its ability to\u00a0make people feel transported to and immersed in a virtual space.<\/p>\n<p>Pulling this off is critical to many VR projects, and at VRDC 2017 a panel of VR devs\u00a0dissected the challenge and discussed what they&#8217;d learned about doing it right.<\/p>\n<p>Panelists\u00a0Will Smith (FOO Show), Chris Pruett (Oculus VR), Adam Orth (<em>ADR1FT<\/em>) and Dirk Van Welden (<em>Space Pirate Trainer<\/em>) shared their own lessons learned and highlighted other successful VR worlds, talking about major trends in the VR market and mulling over how VR devs can best prepare for the future.<\/p>\n<p>This is the sort of talk you want to see if you&#8217;re at all interested or invested in making VR experiences, so don&#8217;t miss your chance to now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=1-gqHVs9rTo\">watch the\u00a0panel\u00a0for free via\u00a0the official GDC YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>One of the key selling points of virtual reality is its ability to\u00a0make people feel transported to and immersed in a virtual space. Pulling this off is critical to many VR projects, and at VRDC 2017 a panel of VR devs\u00a0dissected the challenge and discussed what they&#8217;d learned about doing it right. Panelists\u00a0Will Smith (FOO [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":4715,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-4714","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/4714","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=4714"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/4714\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/4715"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=4714"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=4714"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=4714"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}