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Presented at FITC's Spotlight AR/VR event on Dec 2, 2017
More info at www.fitc.ca
Overview
Large scale, untethered roomscale VR is the next frontier in creating immersive virtual reality games and experiences, and it doesn’t get much larger than 30’ x 60’. Come hear the story of how Globacore conceived, designed, and developed Freeroam VR, a multiplayer experience designed to fit such a space.
Along the way, Dave will share his learnings from the experience – from the initial rapid prototypes that became the core of the experience, to the art of show floor backtop battery management, to the importance of tricking users into doing the ‘Thriller’ dance at strategic moments.
Objective
To tell the story of Freeroam VR, and to share what we’ve learned along the way.
Target Audience
VR artists / designers / developers
Five Things Audience Members Will Learn
Our approach to wireless tracking in large-scale environments
Tricks used in VR to help get users’ attention, or to make the space seem bigger / more complex than it is
Importance of kitbashing and rapid prototyping during aggressive timelines
Usefulness of in-game “guide players” to help shepherd others around the experience
Common problems on a show floor, and how we’ve solved them
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