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Richard Marks (Sony Interactive Entertainment): Unlocking VR’s Potential


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A talk from the Inspire Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.

Richard Marks (Sony Interactive Entertainment): Unlocking VR’s Potential
As virtual reality progresses, it is time for the industry to focus on broadening content and better leveraging current VR systems. In this talk, Richard Marks, Research Fellow at PlayStation, will go in-depth about games that appeal to a large audience while delving into the importance of accessibility in VR. Attendees will learn best practices that have been employed in several successful PlayStation VR games and discover new approaches for making VR experiences shareable.

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Richard Marks (Sony Interactive Entertainment): Unlocking VR’s Potential

  1. 1. Unlocking VR’s Potential Richard Marks PlayStation Magic Lab Sony Interactive Entertainment
  2. 2. High-quality consumer VR: Year 2 and beyond •  Increase value Value = Benefit - Cost •  Improve accessibility ac·ces·si·bil·i·ty noun 1)  the quality of being easy to obtain or use. 2)  the quality of being easily understood or appreciated. 3)  the quality of being easily used by people who have a disability. Make available, known, and usable to more people
  3. 3. Off to a great start! •  Launched Oct 2016 •  Over 2million units sold through •  12.2 million games purchased •  150+ titles available * December 2017 data
  4. 4. Value and Accessibility •  Leveraged PS4, PS4 camera, and PS4 controller hardware •  Plug and play •  Support for glasses •  Social screen
  5. 5. Value and Accessibility •  Over 500,000 in-store demos •  Aggressive pricing and bundle options •  Extensive experience lineup •  Demo disc
  6. 6. Increasing Value •  Content, content, content –  Games, games, games •  New uses •  Cost reduction –  June “Days of Play” pricing $199.99 USD (MSRP) $249.99 USD (MSRP) Over 220 now!
  7. 7. Recipes for Success
  8. 8. The Elder Scrolls V: Skyrim VR Wish fulfillment: visit Tamriel, ride a dragon, swing a sword, shoot magic from your hands
  9. 9. WipEout Omega Collection Good flatscreen game, even better in VR
  10. 10. Moss Amazing game designed for VR from the start Great art and animation, classic narrative
  11. 11. Moss: All Aspects of Accessibility •  Comfortable •  Approachable •  Sign language
  12. 12. VR Accessibility •  Con Visit to Gallaudet University, facilitated by ESA Terrific insights into VR experience for hearing-impaired
  13. 13. Rec Room Focused on engagement and co-presence gameplay
  14. 14. Sharing the VR experience •  Social screen is critical for proximal VR sharing! •  But 1st person VR view does not translate so well to streaming –  Spectator experience does not match VR streamer experience
  15. 15. Research: Virtual Set •  Work by Richard Forster, SIE London R&D •  Presented at GDC 2018 •  Streamer green screen –  simple setup –  uses 1 PSVR setup and 2nd PS4 and camera
  16. 16. Research: Dynamic spectating •  Work by PlayStation Magic Lab •  Demo at GDC2018 •  Viewpoint is interactive •  Motion parallax gives 3d effect –  Desktop VR (Fishtank VR) –  Mobile view into VR
  17. 17. VR “Window”
  18. 18. Wonkavision
  19. 19. Dynamic spectating with a tablet
  20. 20. New use: VR for spectating
  21. 21. VR spectators could be “super spectators”
  22. 22. Keys to continued success •  Increase VR value with… –  high-caliber content –  new uses •  Improve VR accessibility by… –  inclusive design and features –  sharing the immersive experience
  23. 23. Thank you!